Complete Scoundrel - 3.5e

Page 84

Table 3–2: Skill Tricks Interaction Assume Quirk Group Fake-Out Never Outnumbered Second Impression Social Recovery Timely Misdirection

Prerequisites Disguise 5 ranks Bluff 8 ranks Intimidate 8 ranks Bluff 5 ranks, Disguise 5 ranks Bluff 8 ranks, Diplomacy 5 ranks Bluff 8 ranks

Mental Clarity of Vision Collector of Stories Listen to This Magical Appraisal Point it Out Spot the Weak Point Swift Concentration

Prerequisites Spot 12 ranks Knowledge (any) 5 ranks Listen 5 ranks Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 12 ranks Spot 8 ranks Spot 12 ranks Concentration 12 ranks

Movement Prerequisites Acrobatic Backstab Tumble 12 ranks Back on Your Feet Tumble 12 ranks Corner Perch Climb 8 ranks Dismount Attack Ride 5 ranks Escape Attack Escape Artist 8 ranks Extreme Leap Jump 5 ranks Leaping Climber Climb 5 ranks, Jump 5 ranks Nimble Charge Balance 5 ranks Nimble Stand Tumble 8 ranks Quick Swimmer Swim 5 ranks Slipping Past Escape Artist 5 ranks, Tumble 5 ranks Speedy Ascent Climb 5 ranks Tumbling Crawl Tumble 5 ranks Twisted Charge Balance 5 ranks, Tumble 5 ranks Up the Hill Balance 5 ranks, Jump 5 ranks Walk the Walls Climb 12 ranks, Tumble 5 ranks Wall Jumper Climb 5 ranks, Jump 5 ranks

prestige class features allow a character to exceed these limits. If you use the retraining rules in Player’s Handbook II, you can choose to unlearn any one skill trick when you attain a new level, assigning the reclaimed skill points as

Benefit Ignore penalty for Disable Device and Open Lock checks made without tools Conceal your spellcasting from onlookers Gain bonus on check to escape grapple or pin Your spell appears to be another spell of the same level Heal 1d6 damage when you stabilize a dying character Draw hidden weapon as move action; treat foe as flat-footed Flat-footed target does not notice damage you deal with a light weapon Open a lock as a swift action Escape from grapple or restraints more quickly than normal Use move action to gain concealment for 1 round

CHAPTER 3

Prerequisites Disable Device 5 ranks, Open Lock 5 ranks Conceal Spellcasting Concentration 1 rank, Sleight of Hand 5 ranks, Spellcraft 1 rank Easy Escape Medium or smaller size, Escape Artist 8 ranks False Theurgy Bluff or Sleight of Hand 8 ranks, Spellcraft 8 ranks Healing Hands Heal 5 ranks Hidden Blade Sleight of Hand 5 ranks, Quick Draw Mosquito’s Bite Sleight of Hand 12 ranks Opening Tap Open Lock 12 ranks Quick Escape Escape Artist 12 ranks Shrouded Dance Hide 8 ranks, Perform (dance) 5 ranks Sudden Draw Sleight of Hand 8 ranks, Quick Draw Whip Climber Use Rope 5 ranks, proficiency with whip

Feats and Skill Tricks

Manipulation Clever Improviser

Benefit Familiar viewers get no bonus to see through your disguise Feint against multiple foes simultaneously Demoralize multiple foes in combat simultaneously Make Bluff check to reestablish blown disguise Make Bluff check to replace a failed Diplomacy check Successful feint allows you to avoid attacks of opportunity

Draw hidden weapon as part of attack of opportunity Use a whip as a grappling hook Benefit Notice invisible enemies for 1 round Gain +5 bonus on Knowledge checks to identify monsters Perfectly repeat what you’ve recently heard Determine properties of magic items Grant ally a free Spot check to see something you’ve spotted Make your next attack a touch attack Maintain concentration on spell as swift action Benefit Move through foe’s space to render it flat-footed React immediately to stand up from prone Perch in chimney or corner to leave hands free Make a fast dismount from moving mount to charge a foe Make an attack the same round you escape a grapple Horizontal jump of at least 10 feet allows 10 extra feet of movement that round Add jump distance to start of climb Run or charge across difficult surface without Balance check Stand from prone safely Swim 10 additional feet with successful check Move into tight space without penalties Climb 10 additional feet with successful check Crawl 5 feet without provoking attacks of opportunity Make one direction change during a charge Move up slope or stairs at normal speed Run straight up wall for 1 round Leap from wall as if making a running jump

you wish (either to buy skill ranks or to learn a different skill trick). You can learn a skill trick only once; you either know it or you don’t.

83


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One Hundred Scoundrel Challenges

14min
pages 156-161

Contacts

15min
pages 152-155

Otyugh Hole

3min
page 151

Heward’s Hall

2min
page 146

Iron Wyrm Vault

2min
page 149

The Highest Spire

9min
pages 147-148

The Frog God’s Fane

2min
page 145

Olidammara’s Shell

4min
page 150

Champion’s Crown

4min
page 143

Court of Thieves

5min
page 144

Seven Ravens Clan

18min
pages 138-141

Surprise Weapons

5min
page 109

Poisons

8min
pages 111-112

Alchemical Items

3min
page 110

The Blind Tower

18min
pages 133-137

Winged Watcher

2min
page 106

Smoke Stairs

4min
page 103

Chapter 4: New Spells

9min
pages 91-93

Wand Modulation

4min
page 105

Animate Instrument

1min
page 94

Evacuation Rune

3min
page 98

Acrobatic Backstab

3min
page 84

Uncanny Trickster

16min
pages 67-70

Psibond Agent

15min
pages 60-63

Spellwarp Sniper

12min
pages 64-66

Mountebank

13min
pages 57-59

Malconvoker

15min
pages 48-51

Magical Trickster

13min
pages 45-47

Gray Guard

20min
pages 40-44

Master of Masks

22min
pages 52-56

Fortune’s Friend

9min
pages 38-39

Battle Trickster

10min
pages 28-30

Scoundrels of Any Alignment

5min
pages 8-9

Combat Trapsmith

16min
pages 34-37

Scoundrels of Any Class

4min
page 10

Playing a Scoundrel

3min
page 11

Cloaked Dancer

12min
pages 31-33

Making a Scoundrel

48min
pages 12-22

Avenging Executioner

15min
pages 24-27
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