Difference between revisions of "Daredevil (Apath)"

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=== Daredevil Tricks ===
 
=== Daredevil Tricks ===
At level 1, 2, and every 2 class levels thereafter, the daredevil learns a daredevil trick. Daredevil tricks are combat moves that give the daredevil some advantage or ability, usually based on a skill. A daredevil must fulfil all the prerequisites of  the new trick, if any.
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At level 1, 2, and every 2 class levels thereafter, the daredevil learns a daredevil trick. Daredevil tricks are combat moves that give the daredevil some advantage or ability, usually based on a skill. A daredevil must fulfill all the prerequisites of  the new trick, if any. UNless noted, each daredevil trick can only be selected once.
  
 
Daredevils constantly develop their arsenal of tricks. Each time a daredevil advances in level, she can re-select all her daredevil tricks. All the new tricks still need to fulfil prerequisites, and the number of advanced tricks is still limited to the number of tricks gained at level 10 and higher.
 
Daredevils constantly develop their arsenal of tricks. Each time a daredevil advances in level, she can re-select all her daredevil tricks. All the new tricks still need to fulfil prerequisites, and the number of advanced tricks is still limited to the number of tricks gained at level 10 and higher.

Revision as of 07:30, 19 May 2014

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Unofficial rules compendium

A daredevil is a rogue who relishes thrills and tricks, focusing on staying one inch ahead of the opposition and making sure the winner takes it all.

A daredevil rogue focuses less on sneak damage and more on finding, creating, and exploiting every weakness in each opponent. Unlike a normal rogue, the daredevil plays like a spellcaster, hindering opponents rather than damaging them directly.

Class Features

The following are all the class features of the daredevil.

Class Skills

The daredevil's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Weapon and Armor Proficiency

Daredevils are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Daredevil Tricks

At level 1, 2, and every 2 class levels thereafter, the daredevil learns a daredevil trick. Daredevil tricks are combat moves that give the daredevil some advantage or ability, usually based on a skill. A daredevil must fulfill all the prerequisites of the new trick, if any. UNless noted, each daredevil trick can only be selected once.

Daredevils constantly develop their arsenal of tricks. Each time a daredevil advances in level, she can re-select all her daredevil tricks. All the new tricks still need to fulfil prerequisites, and the number of advanced tricks is still limited to the number of tricks gained at level 10 and higher.

Sneak Attack (Ex)

If a daredevil can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The daredevil's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the daredevil flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every six daredevil levels thereafter. Should the daredevil score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a daredevil can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

Evasion (Ex)

At 2nd level and higher, a daredevil can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the daredevil is wearing light armor or no armor. A helpless daredevil does not gain the benefit of evasion.

Daredevil Action (Ex)

At third level, the daredevil learns to use more of her fast daredevil tricks each round. Once per round, a daredevil can use an additional daredevil trick that costs a swift action by spending a standard action. At 7th level she can instead expand a move action to do this. At 13th level, she can do this as a free action. A daredevil can only gain one additional swift action in this way.

Rogue Talents

As a daredevil gains experience, she learns a number of rogue talents that aid her and confound her foes. Starting at 3rd level, a daredevil gains one rogue talent. She gains an additional rogue talent for every 2 levels of daredevil attained after 3rd level. A daredevil cannot select an individual talent more than once.

Talents so marked add effects to a daredevil's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

A complete listing of rogue talents can be found here: Daredevil Talents.

Uncanny Dodge (Ex)

Starting at 4th level, a daredevil can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A daredevil with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a daredevil already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Daredevil Improvisation (Ex)

At level 5, a daredevil gains new insight in how to improvise and the sheer gall to use even a half-learned ability to advantage. Once per day the daredevil may use a daredevil trick she does not know but whose prerequisites she fulfills, ecept that she cannot improvise advanced tricks. The daredevil can use the trick for one round, and the effect lingers as is normal for that trick. This has no effect on what tricks the daredevil can learn later in his career.

At level 15, a daredevil can improvise an advanced daredevil trick once per day. This is in addition to the one non-advanced improvised trick per day.

Improved Uncanny Dodge (Ex)

A daredevil of 8th level or higher can no longer be flanked.

This defense denies another daredevil the ability to sneak attack the character by flanking her, unless the attacker has at least four more daredevil levels than the target does. If the sneak attacker has levels in several classes that give Sneak Attack, class levels in all such classes stack for the purpose of defeating improved uncanny dodge.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum daredevil level required to flank the character.

Advanced Tricks

At level 10, the daredevil's range of tricks expands and she learns the advanced tricks ability. This gives her access to tricks with advanced tricks as a prerequisite.

Advanced Talents

At 11th level, and every two levels thereafter, a daredevil can choose an advanced talent in place of a rogue talent.

A complete listing of advanced daredevil talents can be found here: Advanced Rogue Talents.

Daredevil Sacrifice

At level 14, a daredevil can use an additional daredevil trick that normally requires a swift or immediate action once per round, but this intense effort inflicts 2d6 points of subdual damage on the daredevil - damage which cannot be prevented in any way.

Master Daredevil (Ex)

At 20th level, the daredevil can make an additional swift or immediate action each round.

Table: Daredevil

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Daredevil trick, sneak attack 1d6
2nd +1 +0 +3 +0 Daredevil trick, evasion
3rd +2 +1 +3 +1 Daredevil action (standard), rogue talent
4th +3 +1 +4 +1 Daredevil trick, uncanny dodge
5th +3 +1 +4 +1 Daredevil improvisation, rogue talent
6th +4 +2 +5 +2 Daredevil trick, sneak attack 2d6
7th +5 +2 +5 +2 Daredevil action (move), rogue talent
8th +6/+1 +2 +6 +2 Daredevil trick, improved uncanny dodge
9th +6/+1 +3 +6 +3 Rogue talent
10th +7/+2 +3 +7 +3 Advanced tricks, daredevil trick
11th +8/+3 +3 +7 +3 Advanced talents, rogue talent
12th +9/+4 +4 +8 +4 Daredevil trick, sneak attack 3d6
13th +9/+4 +4 +8 +4 Daredevil action (free), rogue talent
14th +10/+5 +4 +9 +4 Daredevil sacrifice , daredevil trick
15th +11/+6/+1 +5 +9 +5 Daredevil improvisation (advanced), rogue talent
16th +12/+7/+2 +5 +10 +5 Daredevil trick
17th +12/+7/+2 +5 +10 +5 Rogue talent
18th +13/+8/+3 +6 +11 +6 Daredevil trick, sneak attack 4d6
19th +14/+9/+4 +6 +11 +6 Rogue talent
20th +15/+10/+5 +6 +12 +6 Daredevil trick, master daredevil

Daredevil Tricks

Bomb Discovery

Prerequisite: Bomber Amateur

Benefit: You learn one alchemist discovery relating to bombs. You can only pick discoveries that apply to bombs, that you fulfill the prerequisites for, and which are available to an alchemist of level 6 or lower.

Bomb Science

Prerequisite: Advanced Tricks, Bomber Amateur

Benefit: You learn an alchemist discovery relating to bombs. You can only pick discoveries that apply to bombs that you fulfill the prerequisites for, and which are available to an alchemist of level 10 or lower.

Bomber Amateur

Benefit: You gain the alchemist's bomb class feature as an alchemist of your daredevil level. Each day you can create a number of bombs equal to half your daredevil level (minimum one bomb per day).

Dirty Attack

Prerequisite: Dirty Fighting

Benefit: You can spend a swift action to force any creature hit by one of your attack to save as per Dirty Fighting (not just one you are sneak attacking),

Dirty Fighting

Benefit: When you sneak attack a creature within 30 ft., you can activate this power as a swift action. The target must succeed on a Fortitude save (DC 10 + ½ your Bluff modifier) or suffer one of the following conditions (your choice): blinded, confused, dazed, deafened, or sickened. These conditions last until the creature receives a Heal check (DC 15) or a specific cure for the condition it suffers. A particular creature needs only save from this ability once per round.

Dirty Tactics

Prerequisite: Advanced Tricks, Dirty Fighting

Benefit: You can take a standard action to force all enemies in your reach to make the save as per Dirty Fighting.

Disappearing Act

Benefit: As a swift action you can use this to create a diversion to hide. Make a single Bluff check (DC 10 + each opponent's Perception or Sense Motive modifier, whichever is higher) to deceive them. You also count as having concealment against affected creatures during your current turn.

Eagle Eye

Prerequisite: Advanced Talents

Benefit: You have a subtle awareness of space around you and how to use it to best advantage. This covers the area within a distance equal to your Perception bonus in feet. When counting squares, round down to nearest 5 ft., minimum 5 ft. You are aware of the location of any hidden or invisible creatures in range. You do not see them, but you are aware that they are there and know their location. You still suffer the normal miss chance against them.

Foe Cover

Benefit: You are good at taking advantage of enemies adjacent to you, using them to hide behind. For each opponent after the first adjacent to you, you gain a +2 circumstance bonus to armor class and Reflex saves.

Foe Distraction

Prerequisite: Advanced Tricks, Foe Cover

Benefit: When you use Foe Cover, the save bonus applies to all saving throws.

Foe Shield

Benefit: As an immediate action when you are attacked and have an opponent besides the attacker adjacent to you, you can force the attacker to make a Reflex save (DC 10 + ½ your Bluff skill bonus) or attack one of the enemeis adjacent to you, your choice of who. You cannot make a creature attack itself this way. This does not work against area attacks.

Hang On!

Prerequisite: Advanced Talents

Benefit: Hang On!: You can shout encouragingly at an ally within 30 ft. that is affected by a continuing effect that allowed a saving throw. This is a free action. That ally is allowed a new saving throw against the effect. You can only grant one additional saving throw against a particular effect this way, and effects that have lasted a minute or more cannot be affected.

Keystone Cops

Prerequisite: Advanced Tricks, Lucky Stumble

Benefit: When you use Lucky Stumble enemies adjacent to your target must also save or fall prone.

Lucky Misstep

Prerequisite: Lucky Stumble

Benefit:: When you use Lucky Stumble, your target missteps and hurts itself, taking 1d4 Strength or Dexterity damage (your choice) and falls prone. A target that was attacking, running or charging takes double damage.

Lucky Stumble

Fools believe you are lucky, that nobody could do these things with pure skill. Only you know the truth of the matter.

Benefit: As an immediate action you can force an enemy within 30 ft. to make a Reflex saving throw (DC 10 + ½ your Bluff skill bonus) or stumble and fall prone.

Playing Possum

Benefit: As an immediate action you can drop prone and play possum in response to being attacked. Make a single Bluff check (DC 10 + each opponent's Perception or Sense Motive modifier, whichever is higher) to deceive them. Targets you succeed against are convinced you are out of the fight, you count as if you successfully used Stealth against them. Targets you fail against see through the trick, but cannot alert allies until their next turn comes up. You count as having concealment against affected creatures as long as you remain prone and don't move about. If you succeed against your attacker, you take no damage from the triggering attack. If you try to use this against the same creature again within 24 hours, you suffer a cumulative -10 penalty.

Power Backlash

Prerequisite: Power Sabotage

Benefit: When a power fails due to your Power Sabotage, the power fails spectacularly, damaging the creature itself but no-one else. Any resistance or immunity the creature has is nullified against this attack.

Power Disaster

Prerequisite: Advanced Tricks

Benefit: When a power fails due to your Power Sabotage, the power misfires. You can re-target the power, keeping its normal effect, range, and target/area limitations but redirecting it as you like within range. If the power only affect enemies, you get to decide who is a friend and who is an enemy.

Power Puncture

Prerequisite: Power Sabotage

Benefit: You can use Power Sabotage along with a regular attack, not just a sneak attack.

Power Sabotage

Benefit: You can cause an opponent's power to fail. When you hit a creature within 30 ft. with a sneak attack, you can activate this power as a swift action. The next time the creature casts a spell or uses a spell-like or supernatural ability to attack, it must make a Fortitude save (DC 10 + ½ your Heal skill bonus) or the spell or power fails. Power sabotage lasts until triggered or for 10 minutes, whichever is less. The target is unaware that its power has been sabotaged, but a Heal check made with a standard action can discover what has happened (DC as the save above). Any effect which heals attribute damage negates power sabotage.

Reconnoitre

Benefit: You have intuition and insight about your opponents and battlefield. As a full-round action, you can study a prospective battlefield and make an opposed Perception check against the highest CR opponent in the area. If the most dangerous thing in the area is a trap, use the Perception DC of the trap as the difficulty. If you fail the roll, or the area lacks any danger, you learn nothing. You can only try this once per site per day and cannot take 10 on 20 on this check.

If you succeed you learn the challenge rating, creature type, species name, class (if any), and the information from the ecology section of the monster description of the enemy with the highest individual challenge rating. If the GM has no monster description to give, he makes up a similar terse description of about two sentences outlining the most common tactics and motivations of the creature. Knowing the species name allows you and allies to make the appropriate knowledge rolls to see if you have more detailed information on the creature. If the highest challenge level enemy is a trick or trap, you learn it's name only. You do not know where in the area the danger lies.

Reconnoitre Tactics

Prerequisite: Advanced Talents, Reconnoitre

Benefit: When you successfully use Reconnoitre, you also learn the challenge rating, creature type, species name, class (if any), and approximate location of each creature except the most powerful one.

Reconnoitre Traps

Prerequisite: Reconnoitre

Benefit: When you successfully use Reconnoitre, you also learn the name and location of each trap in the area.

Roll With Blow

Prerequisite: Advanced Tricks

Benefit: As an immediate action, make an Acrobatics check against the CMB of an opponent to outmaneuver them. On a success render any attack that just hit you into a miss.

Salvage Biological Grenade

Benefit: As Salvage Grenade except you can extract disease, negative energy, positive energy, and sonic effects

Salvage Grenade

Benefit: You can salvage parts from recently killed monsters, allowing you to create a grenade-like weapon based on their power.

The first step is to successfully extract the parts. The creature must be no more than a few minutes dead. The extraction is a full-round action and requires a Heal check, the difficulty is 10 + the CR of the creature. If you succeed, you manage to create one grenade-like weapon, plus another one for every 5 points by which you passed the skill check. Creature powers that do not allow saving throws cannot be extracted. Only one extraction attempt is allowed per creature, if the creatures has several eligible powers you can select which one each grenade-like weapon you extract mimics. An extracted power goes inert after 12 hours, but you can use gentle repose to preserve a grenade for the duration or a dose of embalming fluid (cost 50 gp) to preserve a grenade for one week.

When used, the grenade-like weapon has full effect against a target it scores a direct hit on (no save allowed), and a splash effect on adjacent squares that has the same effect, but the saving throw is automatically passed. The effect of this "virtual save" is the same as that of the original power.

You can extract exceptional, spell-like, and supernatural powers. The effect that you can salvage varies with the number of upgrades you have on this trick. The basic trick allows extraction of powers based on acid, cold, electricity, fire, or poison.

Salvage Mystical Grenade

Prerequisite: Advanced Tricks

Benefit: As Salvage Grenade except you can extract death, fear, force, mind-affecting, and shadow effects. Fear and mind-affecting effects always allow a will saving throw with a DC of 10 + ½ your Heal skill modifier.

Sand in the Eye

Benefit: When you begin your turn prone, you can throw sand in the eyes all creatures that threaten you as a free action. Each creature that has you in reach must make a Reflex save (DC 10 + ½ your Bluff skill bonus) or be blinded until the end of your current turn.

Scare Tactics

Prerequisite: Advanced Tricks, Scary Ambush

Benefit: You can make a Intimidate check as a standard action to demoralize all enemies within 30 ft. Doing this breaks stealth. Unlike normal demoralize, this can stack if used on creatures that are already fearful.

Scary Ambush

Benefit: You can make a Intimidate check as a swift action to demoralize all enemies within 30 ft. that are denied their Dexterity bonus to armor class or flanked by you. Doing this breaks stealth. Unlike normal demoralize, this can stack if used on creatures that are already fearful.

Scary Wound

Benefit: You can take a swift action to make a Intimidate check to demoralize any creature you damage with an attack. Unlike normal demoralize, this can stack if used on creatures that are already fearful.

Seize the Initiative

Benefit: You can encourage your side to seize the initiative in a combat. On your turn in the first round of a combat (this can be a surprise round), and as long as no enemy has yet acted, you and any allies within 30 ft. can take a move action as a free action.

Shackle Combat

Benefit: You can attempt to shackle a creature you are flanking or who is denied its Dexterity bonus to armor class against you. Make a melee touch attack, if the attack hits you have entangled the target. You gain +2 CMB and CMD against anyone you shackled yourself to.

You have practiced the art of shackling a creature in combat. You must have a set of manacles suitable for the target and hold them in one hand. These can be any kind of manacles - including masterwork and magical ones. This ability shackles one of the targets limbs, entangling him as described here. It is not the same as being tied up per the grapple rules.

The manacles attach the target to something, and the effect varies depending on what it is.

  • Shackling to a creature, such as yourself, creates a tug-of-war between the two creatures. Because the target is involuntarily shackled and is in an uncomfortable position, the daredevil has an advantage, but that can be negated by size.
    • Both creatures have their speed halved.
    • The creature with the larger size category (the daredevil wins a tie) can move freely, while the other creature is pulled along into any empty space adjacent to the puller. The daredevil decides in which square a pulled creature ends up. If there is no empty space, the move is impossible.
  • Shackling to an object requires that there be something suitably strong to shackle to. A nail driven into a wall has the same break DC as the wall, but setting it up takes a minute. Alchemical glue with accelerant is a quicker solution.

If the manacles have a lock or are false manacles, you can unlock the manacles as a standard action. A shackled creature inflicts only half damage with physical attacks on the manacles due to poor leverage.

Shackle Combat, Greater

Prerequisite: Advanced Tricks, Shackle Combat

Benefit: You count as one size category larger for a manacle tug-of-war (see below), and the CMB and CMD bonus against someone you are shackled to increases to +8.

Shackle Combat, Improved

Prerequisite: Shackle Combat

Benefit: You can manacle any target with a normal CMB check that does not trigger an attack of opportunity. The CMB and CMD bonus against someone you are shackled to increases to +4.

Shoot to Blind

Prerequisite: Advanced Talents

Benefit: You can make a trick shot as an attack. Make an CMB roll while using a piercing weapon against the CMB of your opponent. Your CMB (but not your CMD) gains a circumstance bonus on the attack roll equal to ½ you class level if the target is within 30 ft. and flanked or flat footed. On a success, the attack inflicts normal damage and causes a facial wound that blinds the target until it receives remove blindness or a Heal check (DC equal to your CMD).

Shoot to Pin

Benefit: You can make a trick shot as an attack. Make an CMB roll while using a piercing weapon against the CMB of your opponent. Your CMB (but not your CMD) gains a circumstance bonus on the attack roll equal to ½ you class level if the target is within 30 ft. and flanked or flat footed. On a success, the target is entangled and immobilized. He needs a CMB or Escape Artist check against your CMD to break free (a standard action). An ally can perform the CMB check. The weapon is stuck in the target while the effect lasts; if you used a melee weapon, you have to stay adjacent to the target or drop the weapon.

Shoot to Wound

Benefit: You can make a trick shot as an attack. Make an CMB roll while using a piercing weapon against the CMB of your opponent. Your CMB (but not your CMD) gains a circumstance bonus on the attack roll equal to ½ you class level if the target is within 30 ft. and flanked or flat footed. On a success, you make a shot that ignores any damage reduction or energy resistance the target may have and inflicts lethal damage on a regenerating creature.

Sidestep

Benefit: As an immediate action, make an Acrobatics check against the CMB of an opponent to outmaneuver them. On a success sidestep a charge targeted at you. The charging creature continues to move in a straight line past your space as long as you wish, up to the limit of its speed and terrain, triggering attacks of opportunity from all creatures in reach, including you. If you make a Trip attack as this attack of opportunity, this trip does not trigger an attack of opportunity and gains a +4 bonus on CMB.

Spatial Awareness

Benefit: You have a subtle awareness of space around you and how to use it to best advantage. This covers the area within a distance equal to your Perception bonus in feet. When counting squares, round down to nearest 5 ft., minimum 5 ft. You ignore the effects of cover (except total cover), concealment, and difficult terrain in the area of awareness. Creatures can still use Stealth and invisibility against you.

Spatial Confusion

Prerequisite: Advanced Talents

Benefit: You have a subtle awareness of space around you and how to use it to best advantage. This covers the area within a distance equal to your Perception bonus in feet. When counting squares, round down to nearest 5 ft., minimum 5 ft. You can confuse any creature trying to teleport into or out of your area of awareness as an immediate action. Such creatures must make a Will save (DC 10 + ½ your Bluff skill bonus) or you can shunt their point of arrival up to 10 ft and they become flat-footed for one round. If this makes them end up in difficult terrain, they also fall prone. If you shunt someone into a space already occupied by a solid body it is shifted to the nearest open space to where they tried to tp to, take 1d6 damage per 5 ft. they were moved this way, and fall prone.

Spread Fast

Prerequisite: Advanced Tricks, Spread Tricks

Benefit: When using Spread Tricks or Spread Oil, you can cover up to six squares as a swift action or move action. Once per round you can cover one square as a free action.

Spread Oil

Prerequisite: Delaying Tricks

Benefit: You can use a flask of lamp oil to create hazardous ground in the same way you use marbles and caltrops with Delaying Tricks. This oiled ground requires a DC 10 Acrobatics check to avoid falling, and creatures standing in the area become flat-footed unless they have uncanny dodge. If they move at more than half rate, they take a -5 penalty on te Acrobatics check, as normal. If you use an oil of grease this way, the Acrobatics DC is (10 + ½ your Disable Device skill bonus). If you use alchemist's fire this way, creatures in the area take 1d3 fire damage per round for 1 round/level, twice that if they are prone. You can mix alchemist fire and oil of grease to gain both effects.

Spread Tricks

Benefit: You are a master at using caltrops, marbles and smokepellets to create danger zones. You can spread such devices in one 5 ft. square as a swift action or in up to six spaces of your choice adjacent to you at some point this turn as a move action, using only one set of caltrops or marbles or a single smoke pellet. Caltrops you spread use your base attack bonus to attack. The Reflex save to avoid marbles you spread is (10 + ½ your Disable Device skill bonus). You can also use this ability to spread alchemical substances that normally cover a single 5 ft. square. Their effect is not amplified, but you only use up one set of of ingredients to cover a larger area.

Sudden Lunge

Benefit: As an immediate action, make an Acrobatics check against the CMB of an opponent to outmaneuver them. On a success you can increase your reach by 5 ft. with respect to that specific opponent. This effect lasts until the end of your next turn. You reach is not changed in respect to any other opponent.

Surgical Bleed

Benefit: You can use your knowledge of anatomy and bodily weakness to penalize enemies. When you hit a creature with a sneak attack, you can activate this power as a swift action. Inflict bleed damage each round equal to your Heal skill modifier. Any effect that restores hit points or a Heal check (DC 15) stops bleed damage. Bleed damage ignores all damage reduction.

Surgical Disembowel

Prerequisite: Advanced Talents

Benefit: You can use your knowledge of anatomy and bodily weakness to penalize enemies. When you hit a creature with a sneak attack, you can activate this power as a swift action. The target cannot regenerate, use fast healing, receive temporary hit points, or be cured of hit point damage.

The creature can attempt a Fortitude save (DC 10 + ½ your Heal skill bonus) as a full-round action to remove the effect, or a Heal check with the same difficulty can remove the effect - also a full-round action, and the creature must be willing and is dazed one round by the attempt. Any effect that can cure Constitution drain will also negate the effects of surgical disembowel.

Surgical Strike

Benefit: You can attempt to use Surgical Bleed, Surgical Disembowel, or Surgical Weakening with any attack, not just a sneak attack. You need to make a Heal check (DC is the target's Armor Class) to succeed. You have to know the trick you wish to use.

Surgical Weakening

Prerequisite: Surgical Bleed

Benefit: You can use your knowledge of anatomy and bodily weakness to penalize enemies. When you hit a creature with a sneak attack, you can activate this power as a swift action. You reduce damage reduction or one type of energy resistance by 10 + your Heal skill modifier. This cannot reduce the resistance to less than zero. Alternatively, you can inflict a -2 circumstance penalty to one saving throw of your choice (Fortitude, Reflex, or Will).

Trap Amateur

Benefit: You can use the ranger trap ability, and you know how to set all the exceptional traps, but not supernatural ones. There is no limit on the traps you can set daily, but you must supply components for each. You can spend the equivalent of a number of uses of the ranger's traps ability on each trap equal to your Intelligence bonus (minimum 1).

You can also deploy traps over a wider area than a ranger can by sacrificing concealment. Such traps are obvious but can cover up to 10 continuous 5 ft. squares.

Finally, you can trigger a trap you have set as an immediate action within 30 ft. of the trap.

Trap Expert

Prerequisite: Trap Amateur

Benefit: Your traps cause double hit-point damage and no longer suffer a saving throw penalty for being extraordinary.

Trap Master

Prerequisite: Advanced Tricks, Trap Expert

Benefit: You , your traps deal quadruple hit point damage and you know how to set all supernatural traps and can set a number of supernatural traps each day equal to your class level.

Warding Strike

Prerequisite: Advanced Tricks

Benefit: You can counterattack someone who is attacking you as an immediate action. If your attack succeeds, the target takes normal damage and the attack he was just about to make fails. You must wield or Quickdraw a melee weapon to do this.

Summary of Changed Class Features

  • Sneak Attack

See Also