New Skill Tricks

Acrobatic Crawl

You can roll out of harm's way.

Prerequisite:
Acrobatics 5 ranks.

Benefit:
You can take a 5 foot step as a move action while prone without provoking an attack of opportunity on a successful DC 15 Acrobatics check; crawling normally provokes an attack of opportunity from threatening attackers.

Agile Charge

You can run across obstructed surfaces with relative ease.

Prerequisite:
Acrobatics 5 ranks.

Benefit:
You receive a +5 circumstance bonus to run or charge over difficult surfaces on a successful Acrobatics check.

Agile Stand

You can stand from a prone position without provoking attacks.

Prerequisite:
Acrobatics 8 ranks.

Benefit:
You are able stand up from prone without provoking attacks of opportunity.

Aura Appraisal

You have a knack for discovering the useful properties of magic items.

Prerequisite:
Appraise 5 ranks, Knowledge (Arcana) 5 ranks, Spellcraft 12 ranks.

Benefit:
You determine the school of magic to which magic item's items aura belongs on a Spellcraft check success of 5 or better. You can then spend 1 minute to learn the properties of an item as though you cast identify. You can only use this trick successfully once per day (you may retry until you receive a success for the day).

Call of the Wild

You can imitate the sound of common Animals, fooling both Animals and Humanoids.

Prerequisite:
Survival 6 ranks, Knowledge (Fauna) 6 ranks.

Benefit:
If you succeed on a Survival or Knowledge check listeners believe the Animal sound to be real and react as such.

Clear Vision

You can sense invisible opponents for just a moment.

Prerequisite:
Perception 12 ranks.

Benefit:
You can make a DC 20 Perception check which allows you to precisely locate invisible enemies within 30 feet. The trick lasts until the end of your turn.

Clever Diversion

Your feint diverts attention away from you, causing your enemy to miss.

Prerequisite:
Bluff 8 ranks.

Benefit:
Your enemy can't make attacks of opportunity against you until the start of his next turn on a successful Bluff check made to feint. You still receive the benefits of the feint as well.

Clever Impostor

You assume the quirk or peculiar habits of a person you're imitating to throw viewers off the scent of your Disguise.

Prerequisite:
Disguise 5 ranks.

Benefit:
You reduce the modifier for others familiar with the person you're imitating to half (+2 recognizes on sight, +3 friends or associates, +4 close friends, +5 intimate), for anyone observing your Disguise. Also, no Disguise check is required on first meeting. You can only keep up the deception for an hour a day but using this trick requires no special action otherwise.

Crooked Charge

You can charge with indirect movement.

Prerequisite:
Acrobatics 8 ranks.

Benefit:
You can make one 90 degree turn during a charge as long as you don't more more than your speed. You must still have line of sight at the start of your turn and all other charge restrictions still apply.

Evasive Attack

You zip past your enemy's assault and situate yourself for a little retaliation.

Prerequisite:
Acrobatics 12 ranks.

Benefit:
Succeeding an an Acrobatics check causes your enemy to be flat-footed for your next attack in the same turn. Your enemy cannot be prone or helpless.

Fallen Stand

You stand right back up after a fall prone.

Prerequisite:
Acrobatics 12 ranks.

Benefit:
You stand up as an immediate action without provoking any attacks of opportunity whenever you fall prone.

False Spell

You fake one spell to make your enemy think you're casting another.

Prerequisite:
Bluff or Sleight of Hand 8 ranks, Spellcraft 8 ranks.

Benefit:
You imitate the verbal and somatic components of a spell other than the one you're casting, of the same level. Attempts to identify the spell using Spellcraft are fooled and you enemy believes you're casting the other spell. this ruins any attempt to counterspell, though dispel magic and similar spells still work. All is revealed once the actual spell is cast and a lightning bolt still looks, feels and acts like a lightning bolt, for example.

Fast Ascent

You can push yourself to Climb a little faster.

Prerequisite:
Climb 5 ranks.

Benefit:
You move an extra 10 feet upon a successful Climb check as long as you move at least 10 feet.

Fast Escape

You're good at escaping those tight spots in a flash.

Prerequisite:
Escape Artist 12 ranks.

Benefit:
You can use Escape Artist to slip from a grapple or pin as a swift action, even if you've already used a standard action during your current turn to escape the same grapple or pinned condition. Instead, you have the option to reduce a full-round Escape Artist check to a move action once per day, against the same type of confinement.

Fast Swimmer

You can muster a burst of speed, allowing you to Swim just a little faster.

Prerequisite:
Swim 5 ranks.

Benefit:
You move an extra 10 feet upon a successful Swim check as long as you move at least 10 feet.

Fast Talker

You have a knack for getting yourself out of trouble you talked your way into.

Prerequisite:
Bluff 8 ranks, Diplomacy 5 ranks.

Benefit:
When you attempt at Diplomacy fails to influence another's attitude, you can spend a full round elaborating, then make a Bluff check at -10. This check takes the place of your failed Diplomacy check, though it can't influence an attitude more than one step. You can't use this trick again on the same target within 24 hours.

Focused Mind

You can maintain a spell while taking care of another task.

Prerequisite:
Perception 12 ranks.

Benefit:
You can maintain a concentration spell or effect as a swift action.

Grappled Attack

You can escape while making a fast attack.

Prerequisite:
Escape Artist 8 ranks.

Benefit:
You may make a single melee attack with a light weapon against an opponent grappling you as a swift action. You must have a light weapon in hand at the start of your turn and your enemy is flat-footed for the attack.

Grasshopper

You can leap great distances.

Prerequisite:
Acrobatics 5 ranks.

Benefit:
You jump an additional 10 feet as a swift action when making a horizontal jump, as long as you move at least 10 feet.

Hidden Dance

You conceal yourself in a shroud of movement.

Prerequisite:
Stealth 8 ranks, Perform (Dance) 5 ranks.

Benefit:
On a successful DC 20 Stealth check, you have concealment until the start of your next turn.

Hidden Spell

You can cast spells unnoticed.

Prerequisite:
Sleight of Hand 5 ranks, Spellcraft 1 rank.

Benefit:
You can hide the fact that you casting a spell so well that when you make a successful Sleight of Hand check, opposed by enemy Perception checks, enemies can't tell that you're spell-casting. They also cannot counterspell and receive no attacks of opportunity if they'd normally be entitled to one.

Hidden Weapon

You use your concealed weapon to deadly effect.

Prerequisite:
Sleight of Hand 5 ranks, Quick Draw.

Benefit:
You draw a weapon you concealed using Slight of Hand as a move action instead of a standard action. Your enemy is flat-footed against your first attack in the same turn if unaware of the concealed weapon.

Hill Walker

You speed up an incline with ease.

Prerequisite:
Climb 5 ranks, Acrobatics 5 ranks.

Benefit:
You move up an incline on stairs at your normal rate instead of half which lasts for one round, using this trick.

Improvised Tools

You have a better chance of opening locks without the proper tools than normal.

Prerequisite:
Disable Device 8 ranks.

Benefit:
You reduce the DC penalty for not having the proper thieves tools by half (+5 vs. +10) when opening locks. The trick can be used as often as desired until you fail a Disable Device check. You must rest for 8 hours before making further attempts with this trick

Jumping Climber

You start your Climb with a big leap.

Prerequisite:
Climb 5 ranks, Acrobatics 5 ranks.

Benefit:
By making an Acrobatics check as a swift action, you can add the vertical distance of a jump the the distance you Climb in the same round. Your Acrobatics check can be made as though you had a running start, even of you didn't.

Look There

You can help a friend see what you see.

Prerequisite:
Perception 8 ranks.

Benefit:
With a successful Perception check taken as an immediate action, you allow a single ally within 30 feet to also make a Perception with a +2 circumstance bonus to see the very same thing.

Make Them Sweat

You can unnerve a group of enemies.

Prerequisite:
Intimidate 8 ranks.

Benefit:
You demoralize all enemies who clearly see you and are standing within 10 feet, instead of just a single enemy. The skill checks work as usual with each enemy rolling a separate check opposing your attempt to demoralize them with Intimidate.

Over Here

You can throw your voice and make others hear noises where they really are not. You can also speak without moving your lips.

Prerequisite:
Bluff 5 ranks, Disguise 5 ranks.

Benefit:
You fool listeners into believing sounds come from other nearby locations either for entertainment purposes, as part of a performance, or to misdirect Search or Listen checks by up to -4.

Rapid Heal

Your attempt to stabilize a dying character is more effective.

Prerequisite:
Heal 5 ranks.

Benefit:
Success on a Heal check made to stabilize a dying character also heals 1d6 hp.

Read My Lips

You can read the lips of speakers having a conversation from a distance.

Prerequisite:
Perception 8 ranks.

Benefit:
If you succeed on a Perception check you can tell what is being said in the conversation and the mood of each speaker. You must have a clear unobstructed view of speakers in a conversation and be able to speak the language they're speaking.

Saddle Attack

You can hurl yourself from the saddle at a nearby enemy.

Prerequisite:
Ride 5 ranks.

Benefit:
You can use a standard action to Perform a fast dismount, leaping at and attacking an adjacent enemy as if charging. Your mount must have moved at least 10 feet during your turn to use this trick.

Second Disguise

Your way with words lets you reestablish a failed Disguise.

Prerequisite:
Bluff 5 ranks, Disguise 5 ranks.

Benefit:
You can attempt a Bluff check as an immediate action when an observer sees though your Disguise with a successful Perception check. You might convince you enemy that he's mistaken if you succeed and you use his Perception check as the DC for your Bluff check. Your enemy ignores his senses in favor of the Bluff and believes you are who you say you are. You can only use this trick once per day, only on those who challenge your Disguise or if the GM reasonably feels your cover is similarly blown. The trick can be used to the same on all viewers within 30 feet, such as a group of town guards. The trick doesn't reverse the effects of true seeing or other methods use to penetrate your Disguise.

Slipping Away

You slip from an enemy's grip with relative ease.

Prerequisite:
Medium or smaller size, Escape Artist 8 ranks.

Benefit:
You receive a circumstance bonus to an Escape Artist check aimed at slipping away from a grapple or pin, according to size: +4 Large, +8 Huge, +12 Gargantuan, +16 Colossal.

Smack It Open

You give a lock a quick smack and it opens.

Prerequisite:
Disable Device 12 ranks.

Benefit:
You tap a lock with your weapon or other blunt object and, using Disable Device at a -10 circumstance penalty, open it in lieu of using thieves' tools. You can use this trick as many times as you want in one day until you fail a Disable Device check. Thereafter you must rest for 8 hours before the trick will work again.

Spider Perch

You can use your legs to hold yourself up between walls on in a corner, leaving your hands free for action.

Prerequisite:
Climb 8 ranks.

Benefit:
You can brace yourself against opposite walls or in corner on a successful Climb check and suspend yourself for a moment. You can then use your hands freely without risk of falling until the end of your next turn. Thereafter you must succeed on another Climb check at +5 to the DC or fall. You can remain where you are or use the second successful Climb check to ascend/descend further up/down the wall.

Spot Weakness

Your keen sense spot a weakness in your enemy's defenses.

Prerequisite:
Perception 12 ranks.

Benefit:
On a successful Perception check you locate a weak point in your enemy's defenses. The DC for this check is you enemy's AC and, if successful, allows you to make your next attack against the same opponent as a touch attack. You have to make the attack no later than your next turn, however. Your enemy must be within 30 feet in the case of a ranged attack, otherwise you gain no benefit from using the trick.

Sting Like a Bee

You deliver a wicked blow you enemy fails to notice.

Prerequisite:
Sleight of Hand 12 ranks.

Benefit:
You can use a light weapon to strike a flat-footed enemy and chose to have him not notice the strike until the start of your next turn. You enemy reacts as though you missed. This doesn't apply to other weapon damage such as poison or magical effects. Using this trick takes no action and is part of your attack.

Squeeze Past

You walk right through a narrow gap without slowing down.

Prerequisite:
Escape Artist 5 ranks, Acrobatics 5 ranks.

Benefit:
You can ignore movement cost and penalties on attack rolls while squeezing through a narrow space. This benefit last until the start of your next turn.

Sudden Weapon

Your attack of opportunity is made with a concealed weapon to deadly effect.

Prerequisite:
Sleight of Hand 8 ranks, Quick Draw.

Benefit:
You can draw a concealed weapon against your enemy when he provokes an attack of opportunity using Slight of Hand. You deliver the attack as an immediate action and you enemy is considered flat-footed.

Tale Keeper

You love stories and legends about monsters and can recall the gruesome fine points.

Prerequisite:
Knowledge (any) 5 ranks.

Benefit:
You receive a +5 competence bonus to trained Knowledge checks to identify monsters and their powers.

Verbatim Recall

You can parrot what you heard from others.

Prerequisite:
Perception 5 ranks.

Benefit:
Upon a successful Perception check to hear noises, you can describe what you heard up to an hour later convey what was said with such a high degree of accuracy, that allies are treated as though they heard it too. You can, for example, repeat a conversation had in Orcish, even though you don't know the language, and a listener that does understands exactly what was said.

Wall Jumper

You end a Climb with a leap.

Prerequisite:
Climb 5 ranks, Acrobatics 5 ranks.

Benefit:
Upon a successful Climb check to ascend or descend a wall you can leap horizontally from the wall as though you had a running start. Use of this trick applies to movement from this of your previous turn.

Wall Walker

You run right up a wall for a moment.

Prerequisite:
Climb 12 ranks, Acrobatics 5 ranks.

Benefit:
You move up a wall without a Climb check with each movement costing 4 squares. You must begin and end on a horizontal surface.

Whip Walker

Your whip makes a great grappling hook.

Prerequisite:
Climb 5 ranks, proficiency with the whip.

Benefit:
You use a move action to lash your whip around steady object capable of bearing your weight, in turn allowing you to Climb a wall or swing across a gap. You make Climb checks as though using a rope.

Zig-Zag Run

You zig right, go left and make your enemies wonder what your next move is.

Prerequisite:
Bluff 8 ranks.

Benefit:
Your attempt to feint in combat using Bluff works against each enemy's Sense Motive check. You take a -2 penalty to the roll after the first, for each opponent your trying to fool.