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View Full Version : A Few Tricks Up My Sleeves [Skill Tricks]



The Demented One
2007-04-11, 06:28 PM
Choreographed Acrobatics [Movement]
You can use an elaborately choreographed sequence of dance moves to maneuver out of harm’s way.
Prerequisite: Perform (Dance) 8 ranks
Benefit: At the beginning of each encounter, you must choose whether or not to use this trick. If you do so, then you add your Charisma modifier, rather than your Dexterity modifier, to your AC and Reflex saves (you still lose your Charisma bonus to AC if caught flatfooted or flanked). However, using this elaborate dance slows you down, reducing your base land speed by half for as long as you use this trick. In addition, each round, you must move at least 10 ft. or lose the benefit of this trick. You may cease using this trick at any time as a free action.

Detect Disguise [Mental]
You can notice disguises easily.
Prerequisite: Spot 8 ranks
Benefit: Whenever your DM rolls a Spot check for you to see through a creature’s disguise, even if you fail the check, you can still tell that the creature is disguised, as long as you did not fail the check by 5 or more. You do not receive any information on the creature’s actual form. There is no limit to the number of times you can use this trick.

Disable Magic Item [Mental]
You can temporarily deactivate magic items.
Prerequisite: Use Magic Device 12 ranks
Benefit: As a standard action, you may touch a magic item to disable it. You must make a Use Magic Device check to do so, with a DC equal to 10 plus the item’s caster level. If the item is being wielded or worn by another creature, you must make a touch attack to disable it. A disabled magic item’s effects are suppressed for 1d4 rounds.

Discerning Hunter [Mental]
You can identify creatures that you are tracking.
Prerequisite: Survival 8 ranks, Track
Benefit: When tracking creatures, if you succeed on the Survival check by 5 or more, you can determine the creature type of the creature that made the tracks. If you succeed by 10 or more, you can tell the exact kind of creature that made the tracks, as long as you have encountered a creature of that kind before. There is no limit to the number of times you can use this trick.

Improvised Weaponry [Manipulation]
You can create temporary weapons.
Prerequisite: Craft (Weaponsmithing) 8 ranks
Benefit: You can craft improvised weaponry. Doing so takes one minute, and you must make a Craft check, equal to the normal DC of the weapon to be crafted plus five. Crafting improvised weapons requires the same materials as crafting normal weapons. Improvised weapons created in this way function just like normal weapons, but are inferior in some respects. The wielder of an improvised weapon takes a -1 penalty on all attack rolls made with it. An improvised weapon has half the hardness and hp of the actual weapon, and it takes 1 point of damage every time an attack is made with it, whether successfully or not.

You can use this trick any number of times per day until you fail a Craft check made to improvise a weapon. After a failure, you can’t use Improvised Weaponry again until you have rested for 8 hours.

Jam Lock [Manipulation]
You can jam locks to prevent them from being opened.
Prerequisite: Open Lock 12 ranks
Benefit: You can disable locks. Disabling locks requires a full round action, and you must make an Open Lock check, equal to the normal DC of the lock to be jammed plus five. A disabled lock is jammed shut, it cannot be picked or unlocked with a key. A disabled lock can be repaired by making a Craft (Metalworking) check, as long as the result of the check beats the original check made to disable the lock. Doing so takes a minute. A single point of magical repair, such as from the repair light damage spell, will restore a disabled lock. The knock spell can bypass even disabled locks, though it does not repair them.

You can use this trick any number of times per day until you fail an Open Lock check made to disable a lock. After a failure, you can’t use Jam Lock again until you have rested for 8 hours.

Mask Value [Manipulation]
You can make items appear more or less valuable than they actually are.
Prerequisite: Appraise 5 ranks
Benefit: You can mask an item’s value. Masking an item’s value takes at least one minute, and an Appraise check equal to the normal DC of the item whose value is to be masked plus five. By masking the value of an item, you can make it look worth up to 50 gp per minute you spent making the check more or less than its actual value, to a maximum change of 500 gp. An item whose value has been masked can be correctly valued with an Appraise check, but only if that Appraise check beats the original check made to mask the item’s value.

You can use this trick any number of times per day until you fail an Appraise check made to mask an item’s value. After a failure, you can’t use Mask Value again until you have rested for 8 hours.

Perfect Equilibrium [Movement]
You can walk over surfaces that normally couldn’t support you.
Prerequisite: Balance 12 ranks
Benefit: You can walk over solid or liquid surfaces that normally could not support you, such as water, quicksand, or spider webs. For every ten feet you move, you must make a DC 25 Balance check, or the surface ceases supporting you. You must begin and end your movement on a surface normally capable of supporting you. You can move at your full base land speed, but cannot run over such surfaces.

Reproduce Script [Manipulation]
You can memorize the details of documents and signatures, even if you’ve had no more than a fleeting glance of them.
Requirements: Forgery 5 ranks
Benefit: When making Forgery checks, you do not need to use autographs or writing samples from the person whose signature or handwriting you are copying, as long as you have seen a sample of their writing before.

You can use this trick any number of times per day until you fail a Forgery check made when someone examines a document forged in this way by you. After a failure, you can’t use Reproduce Script again until you have rested for 8 hours.

Kyace
2007-04-11, 06:49 PM
Reproduce Script [Manipulation]
You can memorize the details of documents and signatures, even if you’ve had no more than a fleeting glance of them.
Requirements: Forgery 5 ranks
Benefit: When making Forgery checks, you do not need to use autographs or writing samples from the person whose signature or handwriting you are copying, as long as you have seen a sample of their writing before.

You can use this trick any number of times per day until you fail a Forgery check made when someone examines a document forged in this way by you. After a failure, you can’t use Reproduce Script again until you have rested for 8 hours.This seems quantum to me. So, if you produce a forgery and sent to to another plane, you can know, nonmagically, weither or not it fooled someone by trying to make another forgery from an easy item you wouldn't normally be able to?

How about instead, if you roll a natural 5 or lower on the forgery skill check, you can't it this trick again until you rest 8 hours.

martyboy74
2007-04-11, 06:49 PM
Perfect Equilibrium [Movement]
You can walk over surfaces that normally couldn’t support you.
Prerequisite: Balance 12 ranks
Benefit: You can walk over solid or liquid surfaces that normally could not support you, such as water, quicksand, or spider webs. For every ten feet you move, you must make a DC 25 Balance check, or the surface ceases supporting you. You must begin and end your movement on a surface normally capable of supporting you. You can move at your full base land speed, but cannot run over such surfaces.
That seems ridiculously overpowered. That's a DC 90 balance check to walk across water, and you're getting it for a feat at 9th level.

Kyace
2007-04-11, 06:53 PM
That seems ridiculously overpowered. That's a DC 90 balance check to walk across water, and you're getting it for a feat at 9th level.

Honestly, it seems weaker than Water Walk (http://www.d20srd.org/srd/spells/waterWalk.htm), a 3rd level spell, so I don't think it is too over powered. The DC 90 is an epic level skill use, but spending a feat to do so seems quite tame.

The Demented One
2007-04-11, 06:54 PM
This seems quantum to me. So, if you produce a forgery and sent to to another plane, you can know, nonmagically, weither or not it fooled someone by trying to make another forgery from an easy item you wouldn't normally be able to?

How about instead, if you roll a natural 5 or lower on the forgery skill check, you can't it this trick again until you rest 8 hours.
The problem is with Forgery in general. Instead of making the check when you actually do the forging, you make it whenever someone scrutinizes the forgery.


That seems ridiculously overpowered. That's a DC 90 balance check to walk across water, and you're getting it for a feat at 9th level.
Note that, being a skill trick, this has built in limitations to the number of times you can use it. In addition, unlike the epic skill usage, this only lets you move over water, rather than standing on it. Finally, a psychic warrior can get the body equilibrium power, which is far more powerful than this, at 4th level, whereas you have to wait till 9th level to get the trick. I think it's fine.