Vesper Primer
Ki Pool is refreshed after spending 8 hours in rest or meditation.
Ki Pool (7 Points = 1/2 Ninja level + Cha mod)
Panache (7 Points = Cha mod + Int mod)
Passion (6 points = 1 + Cha mod)
Bardic Performances (14 rounds/day)
Regain Martial Focus through Withdraw actions
Danger Sense (Ex)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Uncanny Dodge (Ex)
Starting at 4th level, a ninja 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 Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge (Ex)
At 8th level, a ninja can no longer be flanked. This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum ninja (or rogue) level required to flank the character.
You have a terrible fear of the public at large, a group, or an important person (such as your order of knights, your liege lord, your family, or your lover) learning a shameful truth about you. You take a -1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1. If you would normally be immune to fear, you do not take these penalties, but instead lose your immunity to fear (regardless of its source).
If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, you takes no damage with a successful saving throw and half damage on a failed saving throw.
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that the hero point is not spent. Whenever you spend a hero point, roll a d20. If the result is greater than 15, the hero point is not spent. You cannot use this Feat when you use the cheat death Hero Point option.
Well Versed (Ex)
At 2nd level, the bard or skald becomes resistant to sonic effects. The character gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.
Sphere: Scout
Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill.
Lurker foils divination spells and Divination sphere sense abilities in the manner described above, but has no effect on spell, sphere, spell-like, or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as when scrying or using the Divination sphere‘s divine abilities.
Sphere: Scout
You are able to detect and evade the scrying of others. You may use a Perception check to detect sensors (such as from the clairaudience/clairvoyance spell) as if they were invisible creatures with a Stealth check of 20 + the caster level of the effect. As long as you have martial focus, you also immediately become aware of any attempt to scry on you, such as with a divination (scrying) school spell or the Scrying advanced divination talent. If these spells and effects originate within 30 ft. of you, you also know their location. As soon as you become aware of such an effect, you may force the caster to make a caster level check opposed by your Stealth check. If you succeed, the effect becomes unable to detect any information about yourself or the area or creatures within 30 ft. of you.
The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. The rogue selects a number of skills equal to her Intelligence modifier. When making a skill check with one of the selected skills (or any of the skills selected through the rogue’s edge class feature), she can take 10 even if stress and distractions would normally prevent her from doing so. A rogue can gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
You were raised with the belief that your family was special, and that those of your status always succeed at whatever they do. Due to your concern about upholding the family name and your memories of the consequences for disappointing them (such as violence or unsettling disapproval), you are easily frustrated. When you fail at a skill check, you take a -2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.
You are adept at escaping from confinement in an unobtrusive manner. When trying to escape manacles, rope, or other similar restraints (but not grapples or similar attacks), you may make a Sleight of Hand check instead of your Escape Artist modifier. If you free yourself, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound.
If a rogue or ninja 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 rogue or ninja’s attacks deal 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 rogue or ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue or ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the rogue or ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue or ninja 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, even with the usual –4 penalty.
The rogue or ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A rogue or ninja cannot sneak attack while striking a creature that has concealment.
Precision damage (such as that dealt by a ninja’s sneak attack ability) applies to more creatures than it did in previous editions of the game.
Some may balk at this but it can easily be imagined or explained as the ninja having found a weak point in the undead’s “body” (such as a zombie’s head) or even finding a crack or flaw in a construct’s “body.”
There is some degree of confusion as to what should separate a “critical hit” from a “precision-based attack” but in any event, in some cases they are treated differently.
Critical Hits
The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
- Aeon (subtype): “Immunity to cold, poison, and critical hits.“
- Elemental (subtype): Elementals are “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.“
- Incorporeal (subtype): “An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)“
- Ooze (Type): <Oozes are…> “not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)“
- Protean (subtype): (50% chance to ignore, see below*)
- Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits.“
Precision-Based Damage (like Sneak Attack)
The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):
- Elemental (subtype): “<An elemental…> does not take additional damage from precision-based attacks (such as sneak attack.)“
- Incorporeal (subtype): “An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.“
- Ooze (Type): “<An ooze is…> does not take additional damage from precision-based attacks (such as sneak attack.)“
- Protean (subtype): (50% chance to ignore, see below*)
Creatures Immune to Flanking
Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):
- Ooze (Type): “<An ooze is…> not subject to … flanking.“
- Swarm (Type): “A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking.“
- Elemental (subtype): “<Elementals are…> not subject to flanking.“
*Special: Proteans have a special ability called “Amorphous Anatomy” which might protect them: “<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,”
Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
+10
At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Benefit: Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.
Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Easy Mark (Ex): At 3rd level, a conscript deals damage equal to 1/2 his level + his practitioner modifier whenever he successfully resolves a dirty trick or steal combat maneuver.
Brutal Trickster (Ex): At 8th level, whenever the conscript successfully uses a dirty trick or steal combat maneuver, the creature affected by it must make a successful Fortitude saving throw or be staggered for 1 round. At 16th level, the creature also loses their martial focus if they possess it.
Whenever you successfully make an attack with a weapon wielded in one hand in the same round you make an attack action (including the attack action itself), you can move 5 ft. as a free action; this movement doesn’t provoke attacks of opportunity from the creature attacked. You cannot move in this way if you haven’t made an attack action yet that round. You can also use an attack roll in place of a Perform (dance) check in order to make money. At +10 base attack bonus, you can instead move 10 ft., and you may roll twice for the attack roll used in place of a Perform (dance) check, taking the better result.
You strike viciously whenever your foe gives you an opening. You can make any number of additional attacks of opportunity per round.
Sphere: Duelist
When a ranged attack is made against you or a creature within your reach (except for unusually massive ranged weapons and ranged attacks generated by spell effects), you may cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected. You must be aware of the attack and not flat-footed.
Associated Feat: Cut from the Air.
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
5/day, +5 to saving throws
At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Sphere: Dual Wielding
Prerequisites: Dual Wielding sphere, base attack bonus +6.
You gain the ability to wield a sword in your teeth, treating your mouth as an additional hand that can only be used to wield a one-handed or light weapon. While wielding a weapon in this manner, you suffer a 50% spell failure chance to cast any spell with a verbal component, or increase any existing spell failure chance for spells with verbal components by 50%. In addition, whenever you make a dual attack, you may make an additional off-hand attack with the weapon wielded in your mouth as an immediate action.
Your quick reflexes and dexterous movements make up for your lack of stamina.
Prerequisite: Evasion.
Benefit: While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely.
Whether the saving throw is successful or not, you are staggered until the end of your next turn.
Sphere: Gladiator; 55 ft.
As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be effected. Boasts have a range of close (25 ft. + 5 ft. per 2 ranks in Intimidate you possess). When you gain the Gladiator sphere, you learn the following boast:
Sphere: Gladiator (Boast)
You may roll the next weapon attack you make before the end of your next turn twice and take the better result.
Benefit: As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point. By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. This is activated as a swift action. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). A Ninja can spend 1 point to increase her speed by 20 feet for 1 round. A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round.
Vanishing Trick (Su)
Sphere: Athletics (Leap) If you possess the (leap) package, when jumping or falling, you may make an Acrobatics check to jump as a swift action, provided there is a solid surface other than a ceiling (wall, floor, etc.) adjacent to you at that point. You may treat spaces occupied by creatures of your size or larger as containing such an object but your movement provokes attacks of opportunity as normal. Any fall damage that would be incurred is calculated after removing the height of the swift action jump. If you possess the (run) package, as long as there is a wall adjacent to you, you may run along the wall for all or part of your movement, including vertically. A square of vertical movement costs two squares of movement. You may treat spaces occupied by creatures of your size or larger as containing a wall, but your movement provokes attacks of opportunity as normal. Doing so bypasses any obstacle on the ground. You must end your movement on the ground as normal; if there is no ground present, you fall. If you also possess the (climb) package, you may attempt to cling to the wall at the end of your movement. If you possess the (leap) package, you may make Acrobatics checks to jump as part of this movement as normal. If you possess the Mobile Striker talent, you can kick off of a wall for the rest of your movement, gaining a +1 circumstance bonus to your damage roll if you make an attack while airborne. For every 5 ranks in Acrobatics you possess, this bonus increases by +1.
+7
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Sphere: Scoundrel; Range: Touch; -8
You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.
You strike viciously whenever your foe gives you an opening.
Prerequisite: Combat Reflexes.
Benefit: You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power to, until the start of your next turn, make attacks of opportunity against foes you've already made attacks of opportunity against this round if they provoke attacks of opportunity from you by moving.
Sphere: Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
With sufficient ranks in Acrobatics, you earn the following.
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.
15 Ranks: You do not provoke attacks of opportunity when standing up from prone.
20 Ranks: You double the result of any Acrobatics check when jumping and never fall prone at the end of a fall as long as you remain conscious.
At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Sphere: Athletics (Motion) When moving more than 5 ft. during your turn using the movement mode corresponding to a package you possess, the speed of your motion causes you to leave behind an afterimage, which may foil your foe’s attacks. If you move more than 20 ft., you may expend your martial focus as a free action to leave behind an additional afterimage. These afterimages disappear at the start of your next turn. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your afterimages instead. If the attack is a hit, roll randomly to see whether the selected target is real or an afterimage. If it is an afterimage, the afterimage is destroyed. If the attack misses by 5 or less, one of your afterimage is destroyed by the near miss. Area spells affect you normally and do not destroy any of your afterimages. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your afterimages. Spells that require a touch attack are harmlessly discharged if used to destroy an afterimage. For every 6 ranks in Acrobatics you possess, you may leave an additional afterimage. An attacker must be able to see the afterimages to be fooled. If you are invisible or the attacker is blind, this ability has no effect (although the normal miss chances still apply).
Tactics are coordinated battle plans that require continuing direction from the practitioner to maintain. A creature must have line of sight to, and be able to see, the practitioner to benefit from a tactic. Beginning a tactic is a move action, and it can be maintained each round as a move or swift action. Once activated, you may switch between any tactics you know each time you use a swift action to maintain an ongoing tactic. Tactics affect all allied creatures within a radius of 10 ft. + 5ft. per rank in Diplomacy you possess, and may be centered on any square you have both line of sight and line of effect to. You may recenter an ongoing tactic at a new location as part of the swift action used to maintain it. The benefits of your tactics end immediately if you are helpless, killed, paralyzed, rendered unconscious, or stunned. Sphere: Warleader (Tactic) 75 feet While within the affected area of this tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning.
Sphere: Dual Wielding You may spend a move action to regain your martial focus and gain a +1 circumstance bonus to your AC and CMD for 1 round. At +10 base attack bonus, this bonus increases to +2.
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.
Sphere: Dual Wielding 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.
Duration: 1 round
-7
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Grig Jig (Su)
You can weave a bit of magic into your footwork, dancing with an infectious passion that compels another nearby to join in.
Prerequisite(s): Int 12
Benefit(s): Once per day the rogue can target one humanoid within 30 feet and attempt a Perform (dance) check as a full-round action that does not provoke an attack of opportunity. Her target must succeed at a Will save (DC equal to the rogue’s Perform [dance] check) or it begins to dance uncontrollably. So long as the rogue continues to spend a full-round action dancing each round, the affected target does so as well. If the target is attacked or otherwise in immediate danger while dancing, the effect ends. Each round on its turn, the target can attempt an Acrobatics or Perform (dance) check or a Will save (target’s choice) against the rogue’s Perform (dance) check to end the effect. A target who resists the jig can not be affected by the same rogue’s jig for 24 hours. The grig jig is a mind-affecting effect.
A rogue can use this ability once per day, plus one additional time per day for every 5 rogue levels she possesses.
Sphere: Gladiator (Demoralize)
As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus. Associated Feat: Dazzling Display.
When you charge, you can move through allies and opponents almost as if they were not there to obstruct your path. You can move through squares containing allies freely, but you must succeed at an overrun combat maneuver check for each opponent that obstructs your path to the target of your charge. If the result of the check exceeds the opponent's CMD, you may move through the opponent's square and continue toward the target without provoking an attack of opportunity from that opponent. If you fail any of these combat maneuver checks, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you.
Black Market Connections (Ex)
Community Size | DC |
---|---|
Thorp | 10 |
Hamlet | 12 |
Village | 15 |
Small town | 18 |
Large town | 20 |
Small city | 25 |
Large City | 30 |
Metropolis | 35 |
Benefit: A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table: Settlement Statistics) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table.
1 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 1 | Swashbuckler (Dancing Blade, Inspired Blade) | 1 | Conscript | 1 | ||||
2 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 2 | Swashbuckler (Dancing Blade, Inspired Blade) | 2 | Conscript | 2 | ||||
3 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 4 | Swashbuckler (Dancing Blade, Inspired Blade) | 4 | Conscript | 4 | ||||
4 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 6 | Swashbuckler (Dancing Blade, Inspired Blade) | 6 | Conscript | 6 | Ninja (Shinobi) | 4 | Battle Dancer | 2 |
5 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 6 | Swashbuckler (Dancing Blade, Inspired Blade) | 6 | Conscript | 6 | Ninja (Shinobi) | 6 | ||
6 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 6 | Swashbuckler (Dancing Blade, Inspired Blade) | 6 | Conscript | 6 | Ninja (Shinobi) | 6 | ||
7 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 6 | Swashbuckler (Dancing Blade, Inspired Blade) | 6 | Conscript | 6 | Ninja (Shinobi) | 6 | ||
8 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 6 | Swashbuckler (Dancing Blade, Inspired Blade) | 6 | Conscript | 6 | Ninja (Shinobi) | 6 | ||
9 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 6 | Swashbuckler (Dancing Blade, Inspired Blade) | 6 | Conscript | 6 | Ninja (Shinobi) | 6 | ||
10 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 6 | Swashbuckler (Dancing Blade, Inspired Blade) | 6 | Conscript | 6 | Ninja (Shinobi) | 6 | ||
11 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 6 | Swashbuckler (Dancing Blade, Inspired Blade) | 6 | Conscript | 6 | Ninja (Shinobi) | 6 | ||
12 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 6 | Swashbuckler (Dancing Blade, Inspired Blade) | 6 | Conscript | 6 | Ninja (Shinobi) | 6 | ||
13 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 6 | Swashbuckler (Dancing Blade, Inspired Blade) | 6 | Conscript | 6 | Ninja (Shinobi) | 6 | ||
14 | Unchained Rogue (Canny Scoundrel, Feat Rogue) | 6 | Swashbuckler (Dancing Blade, Inspired Blade) | 6 | Conscript | 6 | Ninja (Shinobi) | 6 |