Acrobatic Spellcaster (Combat)
Your skillful movements prevent foes from disrupting your spells.
Prerequisites: Combat Casting, Skill Focus (Acrobatics).
Benefit: When you succeed at an Acrobatics check to move through a threatened square without provoking attacks of opportunity or to move through an enemy’s space, creatures denied attacks of opportunity by your Acrobatics check also cannot make attacks of opportunity against you when you cast spells for the remainder of your turn.
Normal: Casting a spell within an enemy’s reach provokes attacks of opportunity even after you succeed at an Acrobatics check to move through a threatened square.
Agent of Fear
You inspire fear so powerful that it’s hard to shake off.
Prerequisites: Persuasive, frightening appearance* class feature.
Benefit: When you target a creature with your frightening appearance or stunning appearance class feature, it does not become immune to the effects of those features for 24 hours, but does gain a +2 bonus on the saving throws against those class features for 24 hours. This bonus stacks with itself if you use those abilities against the same creature multiple times in the same 24- hour period. Because these abilities alert the creature to your presence, you still can’t use them on the creature again until after the end of that specific combat.
Normal: A creature targeted by frightening appearance or stunning appearance becomes immune to the feature’s effect for 24 hours.
Betrayal Sense (Combat)
You can sense betrayal and intrigue as well as physical traps.
Prerequisites: Wis 13, rogue level 3rd, trap sense class feature.
Benefit: You gain a bonus on Perception checks to pierce another creature’s disguise and Sense Motive checks to avoid being surprised by an attack. These bonuses are equal to the bonus you gain from trap sense.
Blustering Bluff
You can verbally bully others into believing unlikely or outrageous lies.
Prerequisites: Cha 13, Bluff 1 rank, Intimidate 1 rank.
Benefit: When using Bluff to fool a foe, you can bully that person to reduce the penalty for telling an unlikely or far-fetched lie by 5. If you do so and your check would not have succeeded otherwise, after 1d6×10 minutes, the person you fooled realizes you bullied him into believing a lie, treats you as unfriendly, and might report you or take other actions against you.
Normal: The penalty for telling unlikely lies is –5, and the penalty for telling far-fetched lies is –10.
Brilliant Planner
Your experience and intellect enable you to create prescient plans and contingencies.
Prerequisites: Int 13, character level 5th.
Benefit: You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can take 8 hours and spend up to 50 gp per character level, which becomes your brilliant plan fund. While you have a brilliant plan pending, you are always treated as carrying 20 additional pounds of weight, even before you define your brilliant plan.
Once per day, you can take 10 minutes to enact a brilliant plan, withdrawing an item that would have been available in a settlement you visited or procuring a mundane service that your character planned ahead of time. Once you enact the plan, subtract the price of the item or service from this feat’s fund. Any item procured must weigh 10 pounds or less. Likewise, the GM must approve any nonmagical service you gain by using this feat as being appropriate for the location selected.
Once you have spent all the money in your brilliant plan fund or procured 20 pounds of objects with this feat, you cannot use the feat again until you replenish your brilliant plan fund.
Brilliant Spell Preparation
You have the foresight to prepare just the right spell for the troubles you face.
Prerequisites: Int 13, ability to prepare 3rd-level spells.
Benefit: Select one class for which you prepare spells of 3rd level or higher. Once you select a class, it can’t be changed. When you prepare spells for that class, you can leave one spell slot open as a special slot. The slot must be at least 2 levels lower than the highest-level spell you can cast. You can then prepare a spell in this special open slot as a standard action instead of it taking 15 minutes.
Special: You can take this feat multiple times. Each time you do, you can leave an additional special slot open.
But a Scratch (Combat)
Your bravado convinces your enemies that their deadliest attacks are mere trif les, making you seem nigh invulnerable.
Prerequisites: Cha 13, Bluff 4 ranks.
Benefit: When an opponent confirms a critical hit against you with a melee weapon, you can attempt a special Bluff check against that opponent as an immediate action. The DC of this check is the same as the DC to demoralize the opponent with the Intimidate skill. If you are successful, the attacking opponent is shaken for 1 round as if you had successfully demoralized it with Intimidate. Exceeding the DC by 5 or more does not add to the shaken condition’s duration. If you fail the special Bluff check granted by this feat, you can attempt it against opponents who saw you attempt the earlier check and fail, but you take a –2 cumulative penalty on that Bluff check and any subsequent Bluff checks attempted in conjunction with this feat against those opponents for 24 hours.
Call Truce
You can passionately entreat your enemies with the aim of making combat unnecessary.
Prerequisites: Cha 15, Persuasive, Diplomacy 5 ranks.
Benefit: While in combat, as a 1-round action (as if it were a spell with a 1-round casting time, Pathfinder RPG Core Rulebook 213), you can call for a truce with any creatures that have an Intelligence score of 4 or greater and can understand you. When doing so, you can’t be wielding a weapon or threatening implement, such as a charged spell, wand, or anything else the creatures you are entreating might consider threatening. You must also be in plain sight of most the creatures you are entreating.
Once you’ve called for a truce, if any of your allies attack or take any threatening action against those you are entreating before the start of your next turn, your call is unsuccessful. At the start of your next turn, attempt a single Diplomacy check (DC = 30 + the Charisma modifier of the creature with the highest Charisma modifier in the opposing group). If you are successful, combat ceases for 1 minute, or until any creature in the opposing group is threatened or attacked.
If you fail the check by 5 or more, you cannot use Diplomacy again with any creature you attempted to entreat for 1d4 hours. If anyone in your group instead plans to use the parley to gain a combat advantage, the opponents can attempt a Sense Motive check against each such member of your group to get a hunch, with a DC equal to either 20 or the result of that character’s Bluff check, whichever is higher.
Special: If the parley would inherently result in the opponents surrendering or losing, if the opponents are mind-controlled or fanatics, or if there are other appropriate circumstances at the GM’s discretion, you might not be able to use this feat. For instance, if the opponents’ main advantage over your group comes from a short-duration spell that would end during a parley (see Calling for a Cease-Fire on page 186), you cannot use this feat. Circumstances could potentially increase the check’s DC by 5, 10, or even up to 20.
Careful Flyer
You move with ease when you f ly at a slower rate.
Prerequisites: Acrobatic, Fly 5 ranks.
Benefit: As long as you take a move action to f ly, even when moving less than half your speed, you do not need to succeed at a Fly check to continue f lying. When moving less than half your speed in a round, you also gain a +2 bonus on Acrobatics checks to avoid attacks of opportunity and a +2 bonus to your AC against attacks of opportunity you provoke because of movement.
Normal: You must succeed at a Fly check to continue f lying unless you move at least half your speed.
Careful Sneak
By taking your time, you negate penalties while sneaking in most armor.
Prerequisites: Dex 13, Stealth 3 ranks.
Benefit: You do not apply the armor check penalty for light and medium armor on Stealth skill checks as long as you move half your speed or less. You still cannot run or charge while using Stealth in this way.
Cartogramancer
You combine your knowledge of geography with the art of teleportation.
Prerequisites: Knowledge (geography) 10 ranks, ability to cast greater teleport.
Benefit: If you cast greater teleport—or similar teleportation effects that require a reliable description of the location—but do not have a reliable description of the destination, you can attempt a DC 25 Knowledge (geography) check prior to casting the spell to gain a reliable description of some location within 100 miles of the destination. If you exceed the DC by 10, you gain a description of some location within 50 miles, and if you succeed the DC by 20, you gain a description of some location within 25 miles. Once you have attempted such a check for a specific location, you cannot attempt it again, and if you attempt to use greater teleport elsewhere in the same general area, the result is the same. For instance, if you don’t know the location of the villain’s castle, you also don’t know a location within 100 miles of the stables next to the villain’s castle, or within 100 miles of the town half a mile away from the villain’s castle.
Cat and Mouse (Combat)
You can forgo an obvious counterstrike against an opponent to better spot breaches in its defenses.
Prerequisites: Bluff 5 ranks, Sense Motive 5 ranks, opportune parry and riposte deedACG.
Benefit: When you use the opportune parry and riposte deed to successfully parry an opponent’s attack, if you have your immediate action available and choose not to attempt a riposte, you gain a +1 dodge bonus to your AC and a +2 bonus on all combat maneuver checks against the opponent you successfully parried for 1 round.
Cat’s Fall
Much like a cat, you can instantly shift your balance when you fall and roll with the impact, avoiding serious injury and landing on your feet.
Prerequisites: Dex 13, Acrobatics 1 rank.
Benefit: When you succeed at a DC 15 Acrobatics skill check to soften a fall, you ignore the first 20 feet of that fall and convert the damage from the next 10 feet of the fall to nonlethal damage. You land on your feet as long as you take less than 20 points of damage from the fall.
Normal: A successful DC 15 Acrobatics check allows you to ignore the first 10 feet fallen, and you fall prone if you take any falling damage.
Circuitous Shot (Combat)
You can bounce ranged attacks off objects to obscure their point of origin and surprise foes.
Prerequisites: Dex 19, Blind-Fight, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +11.
Benefit: You can choose to take a –2 penalty on a ranged weapon attack to ricochet it off a stone or metal surface and resolve the attack as if it originated from the chosen ricochet point for the purpose of determining cover (but not for determining concealment). Add the entire distance the weapon or ammunition traveled to determine range penalties for the attack. Bouncing a shot this way can potentially enable you to make ranged attacks against foes who have total cover against you by going around obstacles, but such a foe still has total concealment against your attack.
City Sprinter
You are skilled at moving quickly through forbidding parts of cities.
Prerequisite: Street Smarts*.
Benefit: You do not treat crowds as difficult terrain. You also gain an additional +2 bonus on Acrobatics checks to move along rooftops and on slippery sections of city streets and sewers.
Clambering Escape (Combat)
You can escape an area effect by throwing an enemy in its path to shield yourself.
Prerequisites: Int 13, Combat Expertise, Improved RepositionAPG, evasion class feature.
Benefit: When you successfully use your evasion class feature to avoid taking damage from an effect that allows a Reflex saving throw, you can attempt a special repositionAPG combat maneuver check against any one foe within reach as an immediate action. If successful, you switch positions with the target of your combat maneuver. If your foe was not initially within range of the effect that you evaded, it must save against the effect as if it had been within the area of effect.
Conceal Spell
You can hide the evidence of spells you cast.
Prerequisites: Deceitful, Bluff 1 rank, Disguise 1 rank, Sleight of Hand 1 rank.
Benefit: When you cast a spell or use a spell-like ability, you can attempt to conceal verbal and somatic components among other speech and gestures, and to conceal the manifestation of casting the spell, so others don’t realize you’re casting a spell or using a spell-like ability until it is too late. The attempt to hide the spell slows your casting slightly, such that spells that normally take a standard action to cast now take a full-round action, and spells that normally take longer than a standard action take twice as long. (Swift action spells still take a swift action.) To discover your ruse, a creature must succeed at a Perception, Sense Motive, or Spellcraft check (the creature receives an automatic check with whichever of those skills has the highest bonus) against a DC equal to 15 + your number of ranks in Bluff or Disguise (whichever is higher) + your Charisma modifier; the creature gains a bonus on its check equal to the level of the spell or spelllike ability you are concealing.
If your spell has a somatic component, any creature that can see you receives a Perception or Spellcraft check (whichever has the highest bonus) against a DC equal to 15 + your number of ranks in Sleight of Hand + your Dexterity modifier; the creature gains a bonus on its check equal to the level of the spell or spell-like ability you are concealing.
Since you are concealing the spell’s manifestation through other actions, others observing you realize you’re doing something, even if they don’t realize you’re casting a spell. If there is a verbal component, they still hear your loud, clear voice but don’t notice the spell woven within. If an opponent fails its check, your casting also does not provoke attacks of opportunity, and an opponent that fails its check can’t use readied actions that depend on realizing that you’re casting a spell or using a spell-like ability, or readied actions such as counterspelling that require identifying the spell you’re casting. Spells such as fireball that create an additional obvious effect (aside from the manifestation of casting that all spells and spell-like abilities share) still create that effect, though it might not be obvious who cast the spell unless it emanates from you.
If a character interacts with you long enough to attempt a Sense Motive check without realizing you have been casting spells, that character can use Sense Motive to gain a hunch that you’re behaving unusually.
Confabulist
Sometimes your second attempt at a deception does the trick.
Prerequisites: Bluff 9 ranks, Sense Motive 9 ranks.
Benefit: When you fail to deceive someone with a Bluff check, you can immediately attempt another version of the same basic deception against that creature at a –5 penalty by downplaying the failed Bluff and quickly moving on to another one. You cannot use this ability if the first Bluff was so egregious that further checks would have been impossible (as per the Bluff skill). If you fail the second attempt, you cannot retry the Bluff check and all further attempts to perpetrate that particular deception are impossible.
Normal: When you fail a Bluff check against a creature, that creature is innately suspicious. You take a –10 penalty on future attempts to deceive that creature, or at the GM’s discretion, such attempts may be impossible.
Cooperative Disabling (Teamwork)
You are skilled at working with an ally to disable traps.
Prerequisites: Disable Device 1 rank, trapfinding class feature.
Benefit: When you use the Disable Device skill and fail the check against a trap, a single adjacent ally with this feat who is also within reach of the trap can attempt a Disable Device check against the same device as an immediate action. The ally must have remained adjacent throughout the process of disabling the device and must have either aided your Disable Device check or taken no other action. If your ally succeeds at the check, your attempt is considered to be successful. If your ally fails, your attempt is considered to have failed by 5 or more, even if the original check failed by 4 or less.
Criminal Reputation
Your acts of audacious larceny have endeared you to the criminal underworld.
Prerequisites: Diplomacy 5 ranks, Intimidate 5 ranks.
Benefit: You gain a +2 bonus on Diplomacy and Intimidate checks when interacting with criminals, whether they’re individual thieves and cutpurses or criminal organizations. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
These bonuses do not stack with those granted by Persuasive, but this feat counts as Persuasive for the purposes of feats and other rules elements with Persuasive as a prerequisite.
Cunning Intuition (Combat)
You can read your foe’s body language to gauge your foe and gain an edge in combat.
Prerequisites: Alertness, Improved Initiative, Lightning Reflexes, Quick Draw, Ready for Anything*, base attack bonus +13 or rogue level 13th, Sense Motive 13 ranks.
Benefit: When you ready an action, you do not need to declare what action you will take, only the trigger for that action and an action type (either standard, move, swift, or free). If you choose the standard action type, you can take a move action instead when your readied action triggers. When the condition triggers, you can choose a specific action of the appropriate type to take.
Cutting Humiliation
You know how to cut a foe deeply with humiliation.
Prerequisites: Persuasive, Intimidate 5 ranks.
Benefit: When you successfully demoralize a target by using a verbal Intimidate check in a social situation (rather than an Intimidate check you can make via an ability such as Dazzling Display or EnforcerAPG), you can instead humiliate the target, causing it to take a –2 penalty on Charisma-based skill checks and Charisma ability checks for 1 hour + 1 additional hour for every 5 by which the result of your check exceeds the DC. The target can remove the effect early by taking 10 minutes to compose herself. If you fail this check, any creature who witnessed the failure is immune to your humiliation from this feat for 24 hours. If you fail by 5 or more, you become humiliated for 1 hour instead of your target.
Darkness Trick
You can manipulate the luminescence of magic weapons.
Prerequisites: Use Magic Device 5 ranks, ability to cast darkness.
Benefit: When wielding a magic weapon that sheds light or that features a luminescent quality, such as a f laming or brilliant energy weapon, you can deactivate that illumination as a swift action. You can reignite the illumination at any time as a free action. Any intrinsic magic properties that would force the weapon to shed light, such as the extra damage of a f laming weapon, do not function while the illumination is deactivated, and the “significant portion” of a brilliant energy weapon that is normally made of light ceases to exist.
If a weapon affected by this ability ever leaves your possession (for instance, if you drop the weapon or pass it to another creature), its illumination and related abilities instantly return.
Deft Catcher
You possess a preternatural skill for catching items that slip from your grasp.
Prerequisite: Skill Focus (Sleight of Hand).
Benefit: Whenever you drop or are forced to drop an item you possess (other than by an effect that disarms or steals the item), you can attempt a DC 20 Sleight of Hand check as an immediate action to catch the item before it falls away. If you are targeted by an effect that would disarm or steal an item you’re holding, such as a disarm or stealAPG combat maneuver or the effects of a spell like telekinesis, you can also attempt a Sleight of Hand check as an immediate action to maintain possession of the errant item (DC = 10 + the combat maneuver check result if there was a combat maneuver check, or 20 + the DC of the spell if there was no combat maneuver check). In either case, if you fail the Sleight of Hand check by 10 or more, you fall prone.
Drunkard’s Recovery
You need only a swallow of strong drink to bring you back from the brink of death.
Prerequisite: Con 13.
Benefit: If you are dying and a creature gives you at least a sip of alcohol (a standard action for an adjacent creature), you immediately stabilize.
Enrage Opponent (Combat, Panache)
With a quip or a suggestive gesture, you send your enemy into a tizzy.
Prerequisites: Cha 13, Amateur SwashbucklerACG or panache class featureACG, Persuasive.
Benefit: As a swift action, you can spend 1 panache point to enrage a creature with an Intelligence of 4 or more within 60 feet that can see or hear you. Attempt an Intimidate check as if to demoralize the creature. If you succeed, the creature takes a –2 penalty to its AC until it has made at least one attack against you (including area effects that include you) or until it can no longer see or hear you. You can have only one opponent enraged at you with this feat at a time, and once you’ve enraged a creature, you can’t enrage it again for 24 hours.
Entreating Critical (Combat, Critical)
Your critical hit allows you a chance to make your foes brief ly see reason.
Prerequisites: Cha 15, Call Truce*, Critical Focus, Persuasive, base attack bonus +11, Diplomacy 5 ranks.
Benefit: Whenever you confirm a critical hit, the shock of the attack momentarily opens an opportunity to end hostilities with a quick entreaty. As an immediate action immediately after confirming the critical hit, you can attempt a Diplomacy check to improve the target’s attitude as though you had spent 1 full round using the Call Truce feat. All other conditions and limitations of the Call Truce feat apply.
Expeditious Sleuth
You mind is meticulous and sharp, making it easy for you to thoroughly search an area.
Prerequisites: Perception 3 ranks, inspirationACG or lore master class feature.
Benefit: You can take 20 on a Perception check in only 10 times the usual amount of time, and gain a +2 bonus on Perception checks when you take 20.
Normal: It takes 20 times as long to take 20 on a skill check.
Exquisite Sneak
You know how to move silently even while wearing some forms of armor.
Prerequisites: Dex 15, Careful Sneak*, Stealth 6 ranks.
Benefit: You do not apply the armor check penalty for light and medium armor on Stealth skill checks no matter how fast you move. You still cannot use Stealth while running or charging.
Extra Contingency
You can manage multiple contingency effects.
Prerequisite: Character level 19th.
Benefit: You can have two contingency effects active at one time. If they would both trigger on the same round, one (chosen randomly) does not trigger until 1 round later.
Normal: You can benefit from only a single contingency active at a time.
Eye for Ingredients
Your keen eyes help you find better deals on magical components for your spells.
Prerequisites: Eschew Materials, Appraise 6 ranks, Spellcraft 6 ranks.
Benefit: When in a large city or larger settlement, you can search the markets carefully for 4 hours in order to purchase material components for your spells at a 10% discount. You can purchase up to 1,000 gp worth of material components (which costs you 900 gp) each day. These cheaper components work perfectly well for their spells, but their resale value is also 10% less.
Feign Curse
You can fool others into believing you have ensorcelled them.
Prerequisites: Deceitful, Bluff 5 ranks, Spellcraft 1 rank.
Benefit: As a standard action, you can feign placing a curse on a target. The target must attempt a Sense Motive or Spellcraft check (whichever skill that target has a higher bonus with) against a DC equal to 15 + your number of ranks in Bluff + your Charisma modifier, with a bonus on his skill check equal to any conditional bonus he has on saving throws against hexes or curses (like from the spell hex wardUM). If he fails, he becomes plagued by self-doubt and second-guesses himself. For his next two attack rolls, saving throws, skill checks, or ability checks, he rolls twice and takes the lower result; for every 5 ranks of Bluff you possess beyond 5, this ability affects an additional roll. This is a mind-affecting effect, and it doesn’t work if the target is immune to curses. Once you attempt to feign putting a curse on a creature, you cannot do so again against the same creature for 24 hours, and if the target succeeds at detecting your ruse, he gains a +10 bonus against future attempts.
Fencing Grace (Combat)
Your dashing style and f luid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using f lurry of blows, or anytime another hand is otherwise occupied.
In addition, if you have the panacheACG class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Fey Spell Lore
You have learned the treacherous spells employed by the fey.
Prerequisites: Cha 13, Spellcraft 1 rank, ability to cast druid spells.
Benefit: Add the following spells to your druid spell list at the indicated levels: 0—dancing lights, 1st—lesser confusion, 2nd—charm person, 3rd—invisibility, 4th—bestow curse, 5th—charm monster, 6th—major curseUM, 7th—cloak of dreamsAPG, 8th—insanity, 9th—irresistible dance.
Fey Spell Versatility
You have learned magical secrets from the fey.
Prerequisites: Cha 13, Spellcraft 1 rank, ability to cast ranger spells.
Benefit: Choose a 1st-level spell, a 2nd-level spell, a 3rd-level spell, and a 4th-level spell from the bard, sorcerer/wizard, or witch spell list that is either from the enchantment or illusion school or a spell with the curseUM descriptor. Add those spells to your ranger spell list. Once chosen, these spells cannot be changed.
Fleeting Spell (Metamagic)
Your spells vanish with unusual speed.
Benefit: A f leeting spell’s duration becomes dismissible, if it is not already. You can dismiss your own f leeting spell as a swift action. When you dismiss a f leeting spell, its lingering aura cannot be detected by magic unless the caster succeeds at a caster level check against a DC equal to 11 + your caster level. The DC of dispel checks to counter a f leeting spell is reduced by 2, and once active, dispel magic removes a f leeting spell without a caster level check. A f leeting spell has half its normal duration (with an extended f leeting spell, these duration adjustments cancel out). Only spells with a duration of at least 2 rounds can be made f leeting, and instantaneous or permanent spells cannot be f leeting spells. A f leeting spell does not use up a higher-level spell slot than the spell’s actual level.
Normal: It is a standard action to dismiss a dismissible spell, and only spells whose Duration entry is marked with a D are dismissible.
Fool Magic
You can mislead magic items by virtue of your disguise.
Prerequisites: Deceitful, Disguise 1 rank, Use Magic Device 1 rank.
Benefit: When you are in disguise as a member of a particular race or a person of a particular alignment, you can use your Disguise bonus instead of your Use Magic Device bonus to emulate that race and alignment for the purpose of attempting to activate a magic item.
Fox Insight (Combat)
Your foxlike movements protect you from your opponents’ attempts to manipulate you.
Prerequisites: Int 13, Fox Style*.
Benefit: While using Fox Style, you can use your base attack bonus in place of your ranks in Sense Motive to determine your Sense Motive skill bonus when foes attempt to feint against you, and creatures attempting to demoralize you don’t gain a bonus for being bigger than you (though they still take a penalty for being smaller). If your Intelligence score is at least 19, the DC to demoralize or feint you increases by 4.
Fox Style (Combat, Style)
Your martial training helps you manipulate foes.
Prerequisite: Int 13.
Benefit: While using this style, you can use your base attack bonus in place of your ranks in Bluff on Bluff checks to feint in combat and to create a distraction to hide. If your Intelligence is at least 19, you gain a +4 bonus on such Bluff checks when adding your Charisma modifier.
Fox Trickery (Combat)
Whenever a foes drops his guard, you can make him suffer with a dirty trick.
Prerequisites: Int 13, Combat Expertise, Fox Insight*, Fox Style*, Improved Dirty TrickAPG.
Benefit: While using Fox Style, you can perform dirty trick combat maneuvers (Pathfinder RPG Advanced Player’s Guide 320) as attacks of opportunity. If your Intelligence is at least 19, you gain a +4 bonus on dirty trick combat maneuver checks.
Gaze Reflection
The power of your psychic stare wards you from the potent gazes of your enemies.
Prerequisites: Spellcraft 10 ranks, bold stareOA and mesmerist tricksOA class features.
Benefit: When you avert your eyes from a creature with a gaze attack (including one produced by a spell like eyebite or burning gaze or by a magic item), you can roll twice and select the better result when checking to see whether you are exposed to that gaze attack and when rolling your miss chance on attacks made against that creature (the latter doesn’t stack with Blind-Fight). In addition, as a swift action, you can expend one mesmerist trick to make yourself immune to that creature’s gaze until the beginning of your next turn. If you expend two mesmerist tricks instead, you gain immunity to that creature’s gaze and also ref lect its gaze back at it, affecting it with its own gaze.
Special: A mesmerist’s hypnotic stare, a witch’s or hag’s evil eye, and a vampire’s dominate ability are treated as gaze attacks for the purpose of this feat, as are abilities that are triggered when looking at a creature, such as a nymph’s blinding beauty or a sea hag’s horrific appearance. Spending two mesmerist tricks on this feat does not bypass any immunity the creature might have to its own gaze, such as a vampire’s immunity to mind-affecting effects or the fact that the nymph’s blinding beauty works only on humanoids.
Graceful Steal (Combat)
You can steal with surprising subtlety.
Prerequisites: Dex 13, Agile Maneuvers, Improved StealAPG, Sleight of Hand 3 ranks.
Benefit: When attempting Sleight of Hand checks to lift or palm objects, you can use your Combat Maneuver Bonus for a stealAPG combat maneuver in place of your Sleight of Hand modifier, though if you do so, you must use your Dexterity modifier and not your Strength modifier. You can steal items with the steal combat maneuver even if they are hidden in a bag or pack (provided you can reach the item within), but the opponent gains at least a +5 bonus to its CMD (as for a fastened object) in this case.
Improved Bravery (Combat)
Your bravery protects you from more than just fear.
Prerequisites: Cha 13, bravery class feature.
Benefit: Add your bravery bonus against all mind-affecting effects instead of just against fear.
Improved Conceal Spell
You can conceal the mightiest spells in the subtlest fashions.
Prerequisites: Conceal Spell*, Deceitful, Bluff 5 ranks, Disguise 5 ranks, Sleight of Hand 10 ranks, ability to cast 3rd-level spells or use a 3rd-level spell-like ability.
Benefit: When you use Conceal Spell, creatures no longer gain a bonus equal to the level of the spell or spell-like ability on their checks to notice the hidden spell.
Normal: Creatures attempting to notice a spell hidden with Conceal Spell gain a bonus equal to the level of the spell or spell-like ability on their Perception, Sense Motive, and Spellcraft checks.
Improved Legendary Influence
Each legend grants you more of its power in return for greater inf luence.
Prerequisites: Legendary Inf luence*, lesser spirit powerOA and propitiationOA class features.
Benefit: For each spirit you can channel, choose a second feat other than an item creation feat. Whenever you allow a spirit to gain 1 point of inf luence over you to gain that spirit’s associated feat via Legendary Inf luence, you can allow that spirit to gain 1 additional point of inf luence over you to gain the second feat.
Improved Sabotaging Sunder (Combat)
You become further adept at sabotaging your foes’ items.
Prerequisites: Str 13, Improved Sunder, Power Attack, Sabotaging Sunder*, Disable Device 9 ranks.
Benefit: You do not provoke an attack of opportunity when performing the special sunder combat maneuver from the Sabotaging Sunder feat. In addition, you can attempt to use that maneuver on items held by the target, but you still cannot do so against items hidden in a bag, a pack, or another container.
Incite Paranoia (Combat)
You can convince anyone of her allies’ ill intent.
Prerequisites: Int 13, Combat Expertise, Deceitful, Greater Feint, Improved Feint, base attack bonus +6.
Benefit: When you successfully feint in combat, if you
succeed by 5 or more, the target no longer provides flanking to its allies and no longer gains or grants the benefits of teamwork feats until the beginning of your next turn.
In addition, when you attempt a Bluff check to lie and the lie implies that one or more of the target’s allies have betrayed her or are secretly against her, your lie is one step more believable than normal, from far-fetched to unlikely and from unlikely to believable (if the lie was already less believable than far-fetched, this feat has no effect).
Insightful Advice
You teach others how to make the most of their skills.
Prerequisite: Perform (oratory) 3 ranks.
Benefit: You can attempt a skill check to aid an ally within 30 feet with a skill in which you are trained. This takes 1 minute, and during that time, you need only speak and be heard by your chosen ally to offer this aid. The bonus you grant is +2, regardless of any other effects that would alter your aid another bonus. This bonus applies to all checks the ally attempts with that skill for 1 day and does not stack with any other aid another bonus. Whether you succeed at or fail the skill check to aid another, you can attempt to use this ability only once per day for each ally.
Inspiring Bravery (Combat)
Your bravery inspires bravery in others.
Prerequisites: Cha 13, bravery class feature.
Benefit: As long as you are conscious and not stunned, dazed, or confused, allies within 30 feet who can see and hear you gain your bravery bonus on saving throws against fear. If you have Improved Bravery*, they gain your bravery bonus on saving throws against all mind-affecting effects. If you have Social Bravery*, your bravery bonus is added to the DC of checks to demoralize them, feint against them, change their attitude, or convince them to perform a request.
Inspiring Mentor
Others listen to your words of encouragement and perform acts above and beyond as a result.
Prerequisites: Cha 13, inspire competence bardic performance.
Benefit: Inspire competence now affects all allies within 30 feet who can hear your performance, as long as they are attempting the skill you’ve selected.
Normal: Inspire competence only affects one ally.
Intoxicating Flattery
You know how to compromise a target’s judgment with lies.
Prerequisites: Deceitful, Bluff 5 ranks.
Benefit: You can f latter a creature in a protracted interaction (taking at least 1 minute) to bestow in them an inf lated sense of self worth that muddles their judgment. At the end of the tirade of f lattery, attempt a Bluff check against a DC equal to 10 + the creature’s HD + the creature’s Wisdom modifier or equal to 10 + the creature’s Sense Motive modifier, whichever is higher. If you succeed, the target takes a –2 penalty on Will saving throws, Wisdombased skill checks, and Wisdom ability checks for 1 hour plus an additional hour for every 5 by which your result exceeds the DC. The target can remove the effect early by taking 10 minutes to compose herself. If you fail this check, any creature who witnesses the failure is immune to your f lattery from this feat for 24 hours. If you fail by 5 or more, the target’s attitude toward you decreases by 1 step.
Ironclad Logic
You appeal to sound reasoning and fact, rather than to emotion, when attempting to sway others.
Prerequisites: Int 19, Diplomacy 3 ranks.
Benefit: You gain a +4 bonus on Diplomacy checks whenever you add your Charisma modifier on those checks. If you have at least 10 ranks in Diplomacy and an Intelligence score of 27 or more, this bonus increases to +8. This bonus doesn’t stack with the bonus from Skill Focus (Diplomacy), but this feat counts as Skill Focus (Diplomacy) for the purpose of feats and other elements with Skill Focus (Diplomacy) as a prerequisite. In verbal duels (see pages 176–181), when using tactics to which you assigned an Intelligence-based skill, you can add your Intelligence modifier instead of your Charisma modifier to the associated skill check.
Legendary Influence
Each legend grants you more of its power in return for greater inf luence.
Prerequisite: Lesser spirit powerOA class feature.
Benefit: Immediately select one feat (other than an item creation feat) for each spirit you can channel. Whenever you perform a seance to channel a spirit, you can allow the spirit to gain 1 point of inf luence over you to gain access to that spirit’s Legendary Inf luence feat for as long as you channel that spirit. You can use this bonus feat as a prerequisite for any feats granted by a spirit power (such as the champion’s legendary champion ability), but not for any other feats.
Lightning Draw (Combat, Panache)
You can draw your weapon with startling speed.
Prerequisites: Quick Draw, swashbuckler initiativeACG deed, swashbuckler level 7th.
Benefit: You can spend 1 panache point to draw one or more light or one-handed piercing weapons, whether hidden or not, when you roll initiative, even at the start of a surprise round in which you can’t act. Drawing these weapons does not take an action.
If you have the instant unveil deed (see page 53), it doesn’t cost any panache to use the ability described in the previous paragraph as long as you have at least 1 point of panache, and you can spend 1 panache point to draw a single light or one-handed piercing weapon, hidden or not, as an immediate action whenever a creature attacks you.
Manipulative Agility
You can use your agility to manipulate people as well as small objects.
Prerequisites: Bluff 1 rank, Sleight of Hand 1 rank.
Benefit: You can use Sleight of Hand in place of Bluff for checks to feint in combat, as well as for checks to pass secret messages without being noticed (by using gestures and body language). In both cases, the effects become visual and don’t work if the target or recipient is blind or cannot see you. In the case of secret messages, the limitations of hand gestures and body language might impact what sorts of messages you can pass, at the GM’s discretion.
Martial Dominance (Combat)
Your skill at arms intimidates your foes.
Prerequisites: Base attack bonus +5, Intimidate 1 rank.
Benefit: You can use your base attack bonus in place of your ranks in Intimidate to determine your Intimidate skill bonus. When you confirm a critical hit against a creature, you can attempt an Intimidate check to demoralize that creature as an immediate action.
Measure Foe (Combat)
You can read a foe’s martial skill from its body language.
Prerequisite: Street Smarts*, base attack bonus +1.
Benefit: You can attempt a Sense Motive check as a free action to deduce a foe’s martial training after observing the foe’s movements for at least 1 minute or observing the foe’s attacks for at least 2 rounds. You take a –10 penalty on your check if you are observing movements, rather than attacks. The DC equals 20 + the creature’s base attack bonus or 10 + the creature’s Bluff or Disguise modifier, whichever is higher.
If you succeed, you learn the foe’s base attack bonus and one combat feat it has, and you learn an additional combat feat it has for every 5 points by which you exceed the DC. You also gain a +1 insight bonus on attack rolls against that foe and to your AC against that foe until the foe gains a level or otherwise improves its abilities. If you fail this check against a particular foe, you can’t try again against that foe until you gain more ranks in Sense Motive.
Misdirection Attack (Combat)
After misdirecting your opponent’s weapon attack, you leave your opponent open to further violence.
Prerequisites: Int 13, Combat Expertise, Deceitful, Misdirection Redirection*, Misdirection Tactics*, Bluff 10 ranks.
Benefit: When you successfully use the Misdirection Tactics feat to negate a melee weapon attack, the opponent whose attack you negated provokes an attack of opportunity from you, even though you normally can’t take attacks of opportunity while using the total defense action. This effect is in addition to the effect gained from Misdirection Redirection.
Misdirection Redirection (Combat)
After misdirecting your opponent’s weapon attack, you trick it into striking someone else.
Prerequisites: Int 13, Combat Expertise, Misdirection Tactics*, Deceitful, Bluff 10 ranks.
Benefit: When you successfully use the Misdirection Tactics feat to negate a melee weapon attack, you redirect your foe’s attack and trick your foe into striking another creature of your choice within the foe’s melee reach. To resolve this attack, your foe must make a new attack roll against the new target.
Misdirection Tactics (Combat)
You have learned to use deception and trickery to misdirect your opponent’s weapon attack.
Prerequisites: Int 13, Combat Expertise, Deceitful, Bluff 4 ranks.
Benefit: While you are using the total defense action, if a melee attack would still hit your AC, you can attempt a Bluff check with a DC equal to the foe’s attack roll as an immediate action. If you succeed at the check, you negate the attack (treat it as a miss). If the attack still hits, you cannot use this feat against the same opponent for 24 hours.
My Blade Is Yours (Combat, Teamwork)
You fight with seamless grace alongside your allies, complementing the inherent strengths of your weaponry.
Prerequisites: Int 13, Combat Expertise, Sense Motive
Benefit: When adjacent to an ally with this feat who is wielding a weapon with the blockingUE, disarm, distractingUE, or trip weapon special feature, you can treat your own weapon as if it also had that feature. If your ally’s weapon has more than one of those features, you choose one feature to emulate at the start of your turn.
Nerve-Racking Negotiator
You’ve mastered the art of intimidation to get what you want without suffering unwanted repercussions.
Prerequisite: Persuasive.
Benefit: When you successfully use the Intimidate skill to force an opponent to act friendly toward you, the target must attempt a Will save once the intimidation wears off. The DC is equal to 10 + your number of ranks in Intimidate. If the target fails this save, after the intimidation period expires, the target counts as having the same attitude toward you as it initially did (usually indifferent) and will not report you to the authorities for intimidating it.
Normal: The target of a successful Intimidate check is unfriendly to you and potentially reports you to the authorities after the duration ends.
Notorious Vigilante (Combat)
You are widely known as dangerous and fearsome.
Prerequisites: Dazzling Display, Weapon Focus, any nongood alignment, great renown social talent*, proficiency with chosen weapon.
Benefit: Your presence can act as a fast and effective Dazzling Display. As a standard action, you use the benefit of Dazzling Display even when you are not wielding a weapon in which you have Weapon Focus. If you are wielding such a weapon, you gain a +2 bonus on the Intimidate check.
Omnipresent Mentor
You’re able to impart your guidance to a single ally, regardless of location.
Prerequisites: Cha 17, Inspiring Mentor*, inspire competence bardic performance.
Benefit: By expending 4 rounds of your bardic performance at the start of the day, you can instill one ally with your inspiring words. Select one skill in which you possess ranks. Your ally gains the benefits of your inspire competence bardic performance, regardless of distance, until the next time you replenish rounds of bardic performance. This doesn’t count as an active performance, so the effects don’t end if you start another performance. Only one ally can be affected by this ability at a time; if you use this ability again before the duration expires, the ally currently affected loses the bonuses from this feat.
Ostentatious Rager (Combat)
You can enthrall onlookers with a show of ferocious might or compel enemies to regard you as a crucial threat.
Prerequisites: Intimidate 5 ranks, rage class feature.
Benefit: You can earn money with Intimidate by performing feats of strength and intimidation, exactly as if you were doing so with the Perform skill.
Additionally, while you’re raging, if a foe would be demoralized by your Intimidate skill and the foe is not currently shaken by your intimidation, you can instead distract that foe until the beginning of your next turn. During that time, the foe takes a –5 penalty on Perception checks that don’t involve you and takes a –2 penalty to its AC against any creature other than you. These effects end early if a creature other than you attacks the foe or if you demoralize the foe and apply the shaken condition.
Owl Dive (Combat)
Your martial training helps you f ly and charge through others’ spaces.
Prerequisites: Dex 17, Owl Style*, Owl Swoop*, Skill Focus (Stealth), base attack bonus +7 or monk level 5th, Acrobatics 1 rank, Fly 1 rank, Stealth 1 rank.
Benefit: While using Owl Style, you can use your base attack bonus in place of your ranks in Fly to determine your Fly skill bonus. You can charge through other creatures’ spaces, but you must make a successful Acrobatics check to move through enemy spaces, as normal. If you fail an Acrobatics check to move through an enemy’s space during a charge, your charge stops just before you enter that enemy’s space; if you threaten that foe, you can make your charge attack against that foe.
Owl Style (Combat, Style)
You can move with the quiet grace of an owl.
Prerequisites: Dex 13, Skill Focus (Stealth), Stealth 1 rank.
Benefit: While using this style, you can use your base attack bonus in place of your ranks in Stealth to determine your Stealth skill modifier (as usual, this does not replace your ranks for other purposes, such as determining the effects of Skill Focus). While in this stance and using Stealth, you can charge at a –10 penalty beyond the penalty you take for using Stealth at full speed (which is typically –5). Foes that fail their Perception checks and don’t otherwise notice you (for instance, with an ability like blindsight) are denied their Dexterity bonuses to AC against all attacks you make against them during or at the end of that charge instead of just against the first attack.
Owl Swoop (Combat)
Your martial training helps you move with acrobatic poise.
Prerequisites: Dex 15, Owl Style*, Skill Focus (Stealth), Acrobatics 1 rank, Stealth 1 rank.
Benefit: While using Owl Style, you can use your base attack bonus in place of your ranks in Acrobatics to determine your Acrobatics skill bonus. You can attempt Acrobatics checks to move on narrow or slick surfaces and to avoid attacks of opportunity while charging, incurring the same penalties and increased DCs that you usually would apply for moving at full speed.
Persuasive Bribery
You know how to get the most out of bribes.
Prerequisite: Persuasive.
Benefit: You gain a +2 bonus on Diplomacy checks when attempting to bribe someone and on Diplomacy or Charisma checks to bargain with a conjured creature (such as with planar ally or planar binding), in addition to any bonus granted by the bribe itself. The first time someone refuses a bribe you offer, that person’s attitude toward you doesn’t worsen, even if the offer would normally offend the person.
Piercing Grapple (Combat)
You can use small but deadly weapons to restrain a foe, forcing it to choose between pain and capitulation.
Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike, Quick Draw, Intimidate 7 ranks.
Benefit: You can draw a light or one-handed piercing weapon and stab your opponent with it when you initiate a grapple. You take a –2 penalty on your combat maneuver check to initiate the grapple, but since you pull the weapon out as part of the grapple, you don’t take the usual –4 penalty. If you succeed, you grapple your opponent as normal, and the weapon doesn’t count as being in your hand either for the purposes of the –4 penalty or for dealing damage while maintaining a grapple. If your opponent successfully breaks the grapple, it takes an amount of damage equal to the base weapon damage of the weapon you used to initiate the grapple plus an additional 1d4 points of bleed damage. A successful DC 15 Heal check or any magical healing ends the bleed effect. If you choose to end the grapple, you can opt to not deal the bleed damage, but either way, your opponent still takes the base weapon damage. While maintaining this grapple, you gain a +2 circumstance bonus on all Intimidate checks made against your opponent.
Planar Wanderer
Your knowledge of the planes and teleportation allows you to travel with more precision.
Prerequisites: Cartogramancer*, Knowledge (geography) 10 ranks, Knowledge (planes) 10 ranks, ability to cast greater teleport and plane shift.
Benefit: When researching a plane to which you intend to plane shift, you can attempt a DC 25 Knowledge (planes) check as you cast the spell. If you succeed at the check, you’re able to more precisely target your planar transport, allowing you to arrive 5d20 miles away from your intended destination instead of 5d% miles away. If you exceed the DC by 10 or more, you arrive 5d10 miles away instead, and if you exceed the DC by 20 or more, you arrive 5d6 miles away.
Play to the Crowd
You can glean the interests of others and use that information to strengthen your rhetoric.
Prerequisites: Int 19, Ironclad Logic*, Diplomacy 5 ranks, Sense Motive 5 ranks.
Benefit: When you use Diplomacy to change the attitude of a character, you can first attempt a Sense Motive check against that NPC to get a hunch to determine whether the character is under the inf luence of an enchantment, to use Sense Assumptions*, or to determine biases for a verbal duel (see page 176). If you succeed at the Sense Motive check, you gain a +2 bonus on the Diplomacy check, and if you learned any biases for a verbal duel, you learn one additional bias of your choice. You do not worsen an NPC’s attitude if you fail a Diplomacy check by 5 or more.
Quick Favor
You can quickly take advantage of your charm.
Prerequisite: Persuasive.
Benefit: Once per day, you can decrease the time required for a Diplomacy check to gather information to 4d10 minutes when you use Diplomacy to gather information again just after you previously gathered information there (whether or not the previous attempt was successful).
Normal: You must spend 1d4 hours to gather information using Diplomacy.
Quick Study (Combat)
You can learn quickly, although you do not always retain what you learn long.
Prerequisites: Int 13, bravery +3 class feature, fighter level 10th.
Benefit: Once per day, you can train with someone who has a combat feat you do not possess to gain that feat. You must train with that person for 8 hours and must meet the feat’s prerequisites to gain it this way. You gain this feat until you learn another one using this feat.
Quiet Death (Combat)
You have learned to dispatch your enemies with the silence and grace of an accomplished assassin.
Prerequisites: Dex 19, Stealth 10 ranks, rogue level 10th.
Benefit: When you ambush an enemy or enemies that are unaware of your presence, you can roll a Stealth check with a –5 penalty. The result indicates the Perception DC to hear your attacks (rather than the normal DC of –10 to hear pitched combat) until an opponent’s first action, when the DC returns to –10. Other enemies present can still see the attack; Quiet Death only prevents the sounds of battle from alerting further enemies.
Ranged Disable
You can disable devices with ranged weapons.
Prerequisites: Far Shot, Point-Blank Shot, Weapon Focus, Disable Device 9 ranks.
Benefit: As a full-round action, you can attempt a Disable Device check with a ranged weapon you have chosen with Weapon Focus. You can use this ability against only a simple device (one that would normally take a full-round action to disable), and you can’t use it if the device has any cover or concealment. This use of the ranged weapon deals no damage to the device, but it allows you to attempt a Disable Device check instead. You treat the ranged attack as if you were using tools inappropriate for the job, taking a –4 penalty on your Disable Device check. You also apply any range penalty for the weapon to the Disable Device check, but you do not gain any bonuses that would normally apply on attack rolls on the Disable Device check.
Ranged Feint (Combat)
You can mislead foes about your aim with ranged attacks.
Prerequisites: Base attack bonus +2, Bluff 3 ranks.
Benefit: You can feint with a ranged weapon by throwing a thrown weapon or firing one arrow, bolt, bullet, or other piece of ammunition; this feint takes the same action as normal to feint, but depending on your weapon, you might have to reload or draw another weapon afterward. When you successfully use a ranged feint, you deny that enemy its Dexterity bonus to AC against your ranged attacks as well as your melee attacks for the same duration as normal. If your feints normally deny a foe its Dexterity bonus to AC against attacks other than your own, this applies only against others’ melee attacks.
Normal: You can feint only with a melee weapon, and only against a creature you threaten with that weapon.
Read Spell Traces
You can identify spells by the lingering traces they leave.
Benefit: When using identify or any spell of a higher level that normally allows you to detect the school and aura strength of an active spell, if you exceed the DC by 10 or more, you also learn the exact spell. If the spell you are using would already allow you to learn the exact spell from its aura, you can attempt to identify the spell from the traces in a lingering aura, though you take a –10 penalty on such an attempt. When using greater detect magic (see page 212) to attempt to identify unique magical signatures, you receive a +2 bonus on your Knowledge (arcana) checks. In addition, you gain a +2 bonus on saving throws against magic aura and other spells and effects that conceal a spell’s true aura unless you succeed at a saving throw.
Ready for Anything (Combat)
You never let down your guard.
Prerequisites: Alertness, Improved Initiative, Lightning Ref lexes, Quick Draw, base attack bonus +6 or uncanny dodge class feature.
Benefit: You can always act in the surprise round even if you fail a Perception check to notice foes, but you are still considered f lat-footed until you take an action.
Sabotage Magic Item
You can cause magic items to suffer mishaps.
Prerequisites: Magical Aptitude, Disable Device 5 ranks, Use Magic Device 5 ranks.
Benefit: You can attempt a Use Magic Device check to sabotage a magic item rather than to activate it, with the same DC as activating it blindly. If you succeed at the check, you define a condition under which the magic item will suffer a mishap, either dealing 2d6 points of damage to the creature attempting to use the magic item and failing to perform its desired function or else affecting the wrong target. The condition must be either an audible or a visual trigger, as defined by the magic mouth spell. If you fail the check, you suffer a mishap instead, just as if you had failed to activate the item blindly by 10 or more.
Sabotage Specialist
You have an amazing knack for sabotaging devices.
Prerequisites: Deft Hands, Disable Device 5 ranks.
Benefit: When you use the Disable Device skill to rig simple or tricky devices (such as a saddle or wagon wheel) to work normally for a while and then fail or fall off some time later, you can designate the time the device will fail, up to 60 minutes after you successfully sabotaged it. The device fails 1d6–3 rounds after the designated time (a result of –1 or –2 means it fails 1 round or 2 rounds before the designated time).
Normal: You can use the Disable Device skill to rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).
Sabotaging Sunder (Combat)
Your can quickly sabotage a foe’s worn or carried equipment.
Prerequisites: Str 13, Improved Sunder, Power Attack, Disable Device 7 ranks.
Benefit: As a standard action, you can sabotage an item worn by a foe with a special sunder combat maneuver. You use this maneuver in melee to sabotage an item that is neither held nor hidden in a bag, pack, or other container. You must have at least one hand free to perform this combat maneuver, and doing so provokes an attack of opportunity from the creature against whom you are performing the maneuver, even though you have the Improved Sunder feat.
When attempting the combat maneuver check, use your ranks in Disable Device in place of your base attack bonus and your Dexterity modifier in place of your Strength modifier. Any bonuses on combat maneuver checks specifically to sunder (such as the bonus granted by Improved Sunder) also apply to this maneuver, and any bonuses your target gains to CMD against sundering attempts also protect her from this maneuver. If you succeed at the check, instead of dealing damage, you sabotage the chosen item, causing it to gain the broken condition. If the item was already broken, you instead destroy the item or cause it to fall off. Items immune to sunder are also immune to this special combat maneuver, and this still can’t destroy or remove an item such as an artifact that can normally be destroyed or removed only by specific means.
Normal: A successful sunder attempt deals weapon damage to the sundered item.
Sense Assumptions
You can easily intuit an opponent’s preconceptions.
Prerequisite: Sense Motive 3 ranks.
Benefit: You can attempt a Sense Motive check to intuit some of another person’s assumptions after 1 minute of conversation. The DC equals 20, or 10 + the target’s Bluff modifier, whichever is higher. If you succeed, you learn whether or not a falsehood of your choice related to the topic of conversation would impose a penalty on Bluff checks to convince the target of that falsehood’s truth. If you fail by 4 or less, you learn nothing. If you fail by 5 or more, the target realizes you are trying to glean information from it. You can retry this check, but the DC increases by 5 for each previous failure on this check against that target.
Sense Relationships
You can quickly sense relationships between others and use that knowledge to manipulate them.
Prerequisite: Street Smarts*.
Benefit: After 1 minute or more of interaction or observation, you can attempt a DC 20 Sense Motive check to get a hunch in order to intuit the relationship between any two creatures interacting with one another. If you don’t understand the language they are speaking, you take a –5 penalty on the check, and if the creatures are a different type than you, you take an additional –5 penalty on the check.
If you succeed at this check by 5 or more, for the next hour, you gain a +2 bonus on Bluff checks to lie about one of the creatures to the other and on Diplomacy checks to request that one act against the other. If you fail the check, you cannot attempt this ability on the same creatures again until you gain an additional rank in Sense Motive.
Shadows of Fear (Combat)
Your enemies’ fear causes them to jump at shadows, diverting their attention.
Prerequisite: Hidden strike* +2d8 or sneak attack +2d6.
Benefit: The first time each round that you hit a creature suffering from a fear effect, you can deal hidden strike or sneak attack damage as if you were f lanking that creature (improved uncanny dodge and other effects that prevent f lanking also prevent a hidden strike or sneak attack from this feat).
Sliding Dash (Combat)
Your seemingly reckless advance becomes an agile strike at the last moment.
Prerequisites: Dex 15, Acrobatics 10 ranks or acrobatic charge* class feature, Bluff 3 ranks.
Benefit: When charging, instead of moving to the closest space from which you can attack your target, you can move to the space adjacent to your target and on the other side of it, as long as you move through the closest space from which you can attack the target and through the target’s space to get there. When you move through the target’s space, you must attempt an Acrobatics check with a DC equal to 10 + your opponent’s CMD. Success allows you to move through the target’s space without provoking an attack of opportunity from that target, and when you arrive in the destination space and make your attack, the target is considered f lanked for that attack (or the first attack if you have more than one attack on a charge). On a failed check, you instead provoke an attack of opportunity and complete the charge as normal. Whether or not you succeed at the Acrobatics check, you take a –4 penalty to your AC until the start of your turn, instead of the normal –2 penalty.
Normal: When charging, you must end the movement part of a charge in the closest space in which you can attack your target.
Social Bravery (Combat)
Even the most stressful social situations don’t daunt you, and you weather them as easily as a battle with a dragon.
Prerequisites: Cha 13, bravery class feature.
Benefit: In social situations, your bravado protects you and makes you harder to read. Add your bravery bonus to the DCs of checks to demoralize you, feint against you, change your attitude, or convince you to perform a request (this also applies against Cutting Humiliation* and Intoxicating Flattery*). Additionally, add a morale bonus equal to your bravery bonus on Bluff and Intimidate checks.
Starry Grace (Combat)
Your quick and free starknife motions allow you to make deadly dexterous attacks.
Prerequisites: Dex 13, Weapon Fin