Skill Tricks
Learning a skill trick takes 2 skill points. You can only use a skill trick once per encounter, or once every minute if not in combat. You can only learn a number of skill tricks equal to half your HD.
A Head for Spells [Mental]
You move with unparalleled grace.
Prerequisite: 8 Ranks in knowledge (arcana),
knowledge (nature) or knowledge (religion); 10 ranks in spellcraft;
ability to cast prepared spells
Benefit: When you cast
a prepared spell you may make a knowledge check arcane, nature, or religion, as
relevant to the spell cast, to regain the spell slot used as of you had
prepared the spell you just cast. The DC is 20 plus the spell level. For example a Jeeny
Cast a fire ball now she may make attempt a dc 23 knowledge (arcana) check to be able to cast a fireball again later
that day.
Damn
the Dead [Mental]
Prerequisites: 7 ranks in Concentration, 7 ranks in
Knowledge Religion, the class ability turn undead.
Benefit: Instead of making undead run and
cower, your turn attempts deal positive energy damage to all undead within 30
ft. You must make two skill checks.
First, you make concentration check DC 20+ plus the number of time you
have attempted to use this skill trick this encounter (combat must be over for
at least one minute before the concentration DC resets). The second check is a knowledge religion
check DC 10+ the number undead in the area.
If you make both DCs your turn undead deals
1d6 damage/cleric level to all undead within 30 ft. The
affected undead get a Will save (DC 10+ cleric level + Charisma modifier) for
half damage.
If you fail the
concentration check the turn attempt is lost.
If you fail to make the knowledge religion DC you affect a number of
undead equal to your check minus ten affecting undead with the least hd (add any turn resistance to the effective HD of the
undead).
Undead with turn
resistance may add that number to their willpower save.
For example, a level three fighter vampire with turn resistance 4 would have a
total of a+5 willpower bonus.
When using this
ability against incorporeal creatures, you do not have to roll a 50% miss
chance; turning hits them automatically.
Special: You may attempt to use this skill trick multiple times in an
encounter.
-Burst
of Sacred Energy
[Mental]
Prerequisites: 13 ranks in Concentration, 13 ranks
in Knowledge Religion, Damn the Dead, the class ability turn undead.
Benefit: You must make two skill checks. First, you make concentration check DC
25. The second check is a knowledge
religion check DC 15+ the number creatures in the area. If you make both DCs
your turn creatures deals 1d6 of positive energy damage/cleric level to all
creatures within 60 ft. Positive energy heals the living, but harms undead creatures. The affected creatures get a Will save (DC
10+ cleric level + Charisma modifier) for half damage. If you fail the
concentration check the turn attempt is lost.
If you fail to make the knowledge religion DC you affect a number of
creatures equal to your check minus fifteen affecting creatures with the least hd (add any turn resistance to the
effective HD of the creatures).
Undead with turn
resistance may add that number to their willpower save.
For example, a level three fighter vampire with turn resistance 4 would have a
total of a+5 willpower bonus.
When using this
ability against incorporeal creatures, you do not have to roll a 50% miss
chance; turning hits them automatically.
Empower
the Dead [Mental]
Prerequisites: 7 ranks in Concentration, 7 ranks in
Knowledge Religion, the class ability rebuke undead.
Benefit: Instead of making undead submit,
your rebuke attempts heals all undead within 30 ft. You must make two skill
checks. First, you make concentration
check DC 20+ plus the number of time you have attempted to use this skill trick
this encounter (combat must be over for at least one minute before the
concentration DC resets). The second
check is a knowledge religion check DC 10+ the number undead in the area. If you make both DCs
your rebuke undead heals 1d6 damage/cleric level to all undead within 30 ft.
The affected undead get a Will save [harmless] (DC 10+ cleric level + Charisma
modifier) for half damage. Any hit points gained beyond the undead's
maximum become temporary hp which last 1 round per cleric level.
If you fail the
concentration check the rebuke attempt is lost.
If you fail to make the knowledge religion DC you affect a number of
undead equal to your check minus ten affecting undead with the least hd (add any turn resistance to the effective HD of the
undead).
When using this
ability against incorporeal creatures, you do not have to roll a 50% miss
chance; turning hits them automatically.
-Burst
of Profane Energy
[Mental]
Prerequisites: 13 ranks in Concentration, 13 ranks in
Knowledge Religion, Damn the Dead, the class ability rebuke undead.
Benefit: You must make two skill checks. First, you make concentration check DC
25. The second check is a knowledge
religion check DC 15+ the number creatures in the area. If you make both DCs
your rebuke undead deals 1d6 points of negative energy damage/cleric level to
all creatures within 60 ft. Negative
energy heals undead and harms the living.
The affected creatures get a Will save (DC 10+ cleric level + Charisma
modifier) for half damage. If you fail the concentration check the rebuke
attempt is lost. If you fail to make the
knowledge religion DC you affect a number of creatures equal to your check
minus fifteen affecting creatures with the least hd.
When using this
ability against incorporeal creatures, you do not have to roll a 50% miss
chance; rebukeing hits them automatically.
Enchant
Spirit Weapons
[Mental, SAWOLLIC]
Prerequisites: 7 ranks in Concentration, 7 ranks in
spellcraft, forge Soul Sword, Charisma 13,
Intelligence 13 the class ability Sawollic fire, craft soul blade or craft
spirit bow, forge soul sword.
Benefit: You may add an enchantment to your
soul blade as if it were a magical weapon, but no
single enchantment may have an enhancement bonus greater than your Intelligence
bonus, to a maximum of +5. The total
bonus can not exceed your charisma bonus to a maximum of +10. Like a normal magical weapon you do have to
have +1 magical enhancement before adding any other enhancement bonuses. The enhancement bonus can not exceed 1/3rd
your evoker level. You must make a spell
craft check DC 15+the total enhancement bonus or fail, and lose your spiritual
focus.
Special: You must be Spiritually Focused to continue evoking an
enchanted soul blade. You may take this
skill trick multiple times each time learning a different enchantment to add
you your soul blade or spirit bow. Each enchantment requires a number of skill
points equal to the enchantment’s effective enhancement bonus times two. Ex. To learn to make a weapon flamebursting would require 4 skill points and evoker level
6; while to Vorpal weapon would require 10 skill points and evoker level of 15.
Graceful Movements [Movement]
You move with unparalleled grace.
Prerequisite: 5 Ranks in Balance and Perform (Dance),
Benefit: Your ranks in
Perform (dance) are treated as additional ranks in Balance, and your ranks in
Balance are treated as additional ranks in Perform (dance).
Keen eye shot [Manipulation]
Your reflexes offer amazing precision.
Prerequisite: 13 Ranks in spot, 3 ranks sleight of hand
Benefit: You can make
a spot check instead of an attack roll with one ranged attack, the target makes
a hide check, if your spot check beats the targets
hide you automatically score a hit. If
you beat the hide check by 10 or more you threaten a critical hit, which you
must confirm normally.
Offensive Juggling [Manipulation]
Prerequisite: 8 ranks Bluff perform Buffoonery, Str 13, Dex 15, Two-weapon Fighting feat
Benefit: You may attempt to catch them off guard by juggling
objects. By making a Buffoonery Check 10 +1 for each pound of object you are
juggling (thus 4 daggers or 1 long sword would have the same DC) you may
attempt to deny your opponent his dex bonus to his
AC. Each round you juggle, so long as
your opponent uses light to see, you make a bluff check versus your opponent’s
spot check, if he fails he loses his dex bonus to his
AC when you attack with a weapon you are juggling. For the first object you juggle you gain a +1
bonus to your bluff check and an additional +1 every time the number of objects
doubles. Ex 1 dagger would grant a +1
bonus; a dagger and a mug a +2 would grant a +2 bonus; and 2 daggers, a mug,
and a ball would grant +3 bonus. You may only attack with an object you are
juggling. You may only make melee
attacks. This does not grant extra
attacks but does allow you to still make use of two weapon fighting, however if
any of the item weighs more than 2 lbs you are considered to have a heavy
weapon in your off hand and suffer the appropriate penalties.
-Ranged Offensive Juggling [Manipulation]
Prerequisite: Dex 17, Two-weapon
Fighting feat, Ambidexterity feat, Offensive Juggling Skill Trick, 8 ranks in
Bluff and 13 ranks in Perform Buffoonery,
Benefit: When you juggle weapons can chose to throw one of
the objects as a ranged attack or alternatively you can juggle your weapon off
of your opponent so long the damage dealt is either Non-lethal or bludgeoning
as an attack action. A separate Perform
Buffoonery is made to catch each weapon juggled off your opponent the DC is
5+the attack roll. A weapon can only be
caught it if actually strikes the creature.
It you fail the DC to catch weapon by more than 5 you are struck by the
weapon.
Swap Weapons [manipulation]
Prerequisite: 1 Rank in slight of hand
Benefit: you must make a slight of hand check, DC 10, to put
away one weapon, and draw another weapon both as a free action.
Talk to the Spirits [Interaction]
Prerequisite: 10 Ranks in Concentration and Diplomacy, Soul eater
ability
Benefit: You may attempt to convince the spirit you have that
you are not are worthy of their power.
When you go into trance you can make a diplomacy check to DC 25 if you
succeed you do not have to make a will save at any time during this trance.
Wall Kicks [movement]
Prerequisite: 8 ranks in jump, 10 Ranks in climb
Benefit: You may attempt to jump upwards between two walls or
similar objects rather than actually climbing them. You make a Climb check DC 15 each round. If you succeed you may make a jump check as
you leap upward from one wall to another, this jump check is made to cross the
distance between the walls. If you
exceed the climb check DC by 10 points you are treated as having a running
start for the round. After each jump you move vertically 5ft as part of your
move action not exceed total distance of your move speed as part of any single
move action. You can not use a run
action while also using Wall Kicks. If
the distance between the walls is more than 5ft the additional footage is also
subtracted from your move speed. You may
use this to move up or down. When
moving down you may double your movement speed.
If you ever fail either the climb or the jump check you fall to the
ground.
Weapon Trick [manipulation]
Prerequisite: 5 Ranks in sleight of hand
Benefit: You may change the type of damage you do with
melee weapons. Long Swords could do bludgeoning, slashing or piercing:
picks could do bludgeoning or piercing, etc. You opt to do one of the
types of damage.
Notes: DM is the final
arbiter of what types of damage a weapon can do..