Vesper Primer+Standard Actions

Dizzying Combination 

Sphere: Dual Wielding
-4 (1 minute)

Whenever you use an attack action and successfully strike a single creature with both your main-hand and off-hand weapons before the start of your next turn, that creature must make a successful Reflex save or take a -2 penalty on Reflex saves and have all movement speeds they possessed reduced by 10 ft. (minimum 0 ft.) for 1 minute. At +10 base attack bonus, this penalty is doubled. Any action that would remove the battered condition also ends this penalty.

 Defensive Whirl

Sphere: Dual Wielding
Duration: 1 round
-7

Whenever you use an attack action and successfully strike a single creature with both your main-hand and off-hand weapons, that creature takes a -1 penalty to all attack rolls against you for 1 round. For every 5 points of base attack bonus you possess, this penalty increases by an additional -1.

Draw Cut

Sphere: Duelist

You may ready an attack action to attack a creature with a sheathed weapon, drawing the weapon as part of the triggered action. If the attack is successful, in addition to its normal effects you may perform a single disarm, sunder, or feint attempt against the target as an attack of opportunity.

Dirty Fighting

You can take advantage of a distracted foe.

Benefit: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.

Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

 Mercy of the Ancient Dragons

Dragontongue Tine - 3 uses per day

The wielder of the Dragontongue Tine may select an ally within the weapon's range and bestow them with the Mercy of the Ancient Dragons, as a standard action. The wielder of the Dragontongue Tine may not use this ability on themself. This is a supernatural effect, and cannot be dispelled. The duration of this effect is equal to the wielder's HD/2. The Mercy of the Ancient Dragons grants Blindsense 60 ft, immunity to sleep and paralysis, 120 ft. Darkvision, Spell Resistance equal to 5+wielder's HD and Frightful Presence. The range of the Frightful Presence is 30 ft., and the will DC is 10+1/2 wielder's HD+recipient's cha modifier. The Mercy of the Ancient Dragons removes but does not grant immunity to the following conditions: Stunned, Dazzled, Dazed, Blinded, Immobilized, Fatigued, and Confused.

Wrath of the Ancient Dragons

Dragontongue Tine -3 uses per day

The wielder of the Dragontongue Tine may, as a standard action, imbue their next attack with the Wrath of the Ancient Dragons. Wrath of the Ancient Dragons remains applied to their weapon for 1 minute per hit die. The wielder of the Dragontongue Tine must declare an energy type (acid, fire, cold, elec) when they use the Wrath of the Ancient Dragons. Wrath of the Ancient Dragons grants the next attack a +5 bonus to hit. If the attack misses, this effect is lost. If it hits, the attack deals an extra 1d6 damage per hit dice of the wielder of the corresponding energy type. Additionally, if the target fails a reflex save equal to 10+1/2 HD+int, wis, or cha mod, they are subject to the following effects, depending on the damage type selected: acid - sickened, fire - burns for 1d6 fire damage every round until extinguished, cold - as slow, elec - fatigued. If you would roll damage less than base stat damage, then instead your damage is equal to base stat damage, where the difference is of the type of energy selected.

Shouts are sound-based effects centered on the practitioner that affect creatures in an area of effect centered on the practitioner with a radius of 10 ft. + 5 ft. per 2 ranks in Diplomacy the practitioner possesses. The practitioner may choose whether or not to include himself in the effects of his shout. The effects of shouts last for a number of rounds equal to 1 + 1 for every 4 ranks in Diplomacy you possesses, and use your ranks in Diplomacy instead of your base attack bonus when determining any saving throws. Unless otherwise noted, using a shout is a standard action. Deaf characters or characters otherwise lacking the ability to hear gain a +5 bonus on all saves against shout effects, and must attempt a saving throw against a shout even if its effects would be beneficial. Practitioners in the area of a silence spell or otherwise unable to make a sound cannot use shouts until they are once more able to be heard.

While some shouts only affect allies or enemies, others affect all targets within their area of effect. When performing such a shout, you may spend a move action to warn your allies to cover their ears and negate the effects, but doing so gives enemies within the area of effect a +5 bonus to their saving throw against the shout’s effects. Some shouts may require you to expend your martial focus, as described in their entry.

Fierce Shout

Sphere: Warleader (Shout)

+7 (40 feet, 4 rounds)

When you use this shout, you and all affected allies gain a +1 morale bonus on damage rolls on their first attack each turn. For every 2 ranks in Diplomacy you possess, this morale bonus to damage is increased by +1. This is a mind-affecting emotion effect.

You recite inspirational lines from this epic poem commemorating the final stand at Storasta, keeping defiance alive even in the face of certain death.

Bardic Performance: Standard action to begin, free action to maintain

Prerequisite: Perform (oratory) or Perform (sing) 10 ranks.
Cost: Feat or 4th-level bard spell known.

Effect: When you complete the performance, all allies within 30 feet gain an attack of opportunity when reduced to negative hit points, or whenever a foe deals hit point damage equal to or greater than its Hit Dice, for the duration of the performance. The attack of opportunity can be made against any enemy within reach; it does not have to be against the source of the damage, and does not count toward your allies' maximum attacks of opportunity per round. This attack of opportunity is resolved prior to the enemy's attack, but the triggering attack is still resolved even if the enemy is killed or incapacitated.

14 rounds/day
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Countersong (Su)

At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

 Distraction (Su)

At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su)

At 1st level a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 bard's level + bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Competence (Su)

A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses if this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Inspire Courage (Su)

A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Sphere: Scout

Prerequisite(s): Scout sphere, Perception 5 ranks.

Once you have scouted a creature, you can attempt to discern their surface thoughts. Each round you may spend a standard action concentrating to gain more information on what a creature is thinking:

• 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

• 2nd Round: The Intelligence score of your scouted target. If its Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round.

• 3rd Round: Surface thoughts of the target. Creatures of animal intelligence (Intelligence 1 or 2) have simple, instinctual thoughts.

You are skilled at pulling dirty tricks on your foes.

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.

You do not provoke an attack of opportunity when performing a dirty trick combat maneuver.

 

 Swift Hands

Sphere: Scoundrel

You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

Playing Dirty

Sphere: Scoundrel

As long as you have martial focus, creatures affected by a dirty trick combat maneuver you perform must spend a standard action to remove the effects of your dirty trick. Associated Feat: Greater Dirty Trick.

Dirty Trick
You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.

 

You have a knack for snatching items from your opponents.

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.

You do not provoke an attack of opportunity when performing a steal combat maneuver.

Swift Hands

Sphere: Scoundrel

You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

Steal
You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver. Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken. If you do not have the Improved Steal feat or a similar ability, attempting to steal an object provokes an attack of opportunity from the target of your maneuver.

Although this maneuver can only be performed if the target is within your reach, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll.

If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion). Your enemy is immediately aware of this theft unless you possess the Greater Steal feat.