Skill Tricks

Skill Tricks are currently ready for testing! I think a number will need a significant amount of analysis, review, and playtesting before being properly balanced, but this is going to be what we start with for now.

Skill Tricks are an excellent way to customize and specialize your character, allowing them to perform such cinematic effects as swinging across a chasm hanging from a whip or leaping off a warhorse while swinging a sword. The four types of skill tricks are interaction, manipulation, mental, and movement. Each type focuses on a different subset of skills. While any character can learn tricks of any type, members of certain classes favor particular types of tricks (whether due to the class’s skill list, the character’s areas of expertise, or both).

Interaction: These skill tricks influence social interaction. They typically rely on skills used in those situations, such as Bluff, Diplomacy, and Sense Motive. Bards are the most common masters of these skill tricks, but anyone who relies on social interaction to achieve their goals – from bold paladins to boisterous sorcerers – can benefit from them.

Manipulation: A manipulation skill trick depends on the character’s manual dexterity to perform some act of legerdemain. Such tricks use skills that employ similar talents, including Disable Device, Escape Artist, Sleight of Hand. Rogues and ninjas often boast a few manipulation tricks in their repertoire.

Mental: These tricks pit the mind and senses of the character against an opponent. Mental tricks focus on skills such as Concentration, Knowledge, and Perception. Since this category includes a wide range of skills, many different characters dabble in such tricks.

Movement: As the name suggests, movement tricks typically involve the character physically moving from one location to another. They use skills that come into play during movement, such as Acrobatics and Stealth. Monks, berserkers, and rangers are most likely to learn such tricks, but anyone looking for an edge on the battlefield has something to gain from them.

Learning Skill Tricks

At the GM’s discretion, Skill Tricks may either be freely learned or may need to be made available through manuels, trainers, or organizations. Characters can also invent their own skill tricks (see below).

Learning a skill trick costs 3 skill points. Whenever you acquire skill points, you can choose to spend skill points to acquire a skill trick instead of purchasing ranks in skills.

You can learn any skill trick, as long as you meet the prerequisite and can afford to expend 3 skill points. If you later no longer meet the prerequisite for a skill trick, you can’t use it again until you once more qualify.

Your total skill tricks cannot exceed one-half your character level (rounded down). Certain feats and prestige class features allow a character to exceed these limits. You can choose to unlearn any one skill trick when you attain a new level, assigning the reclaimed skill points as 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.

Using Skill Tricks

Skill tricks are special maneuvers, so you can’t just use them as often as you want. Unless otherwise noted, a skill trick can be performed only once per minute. Typically, performing a skill trick is either part of another action or an action in itself. Each skill trick’s description specifies what sort of action is required. If no action is specified, it is a free action. A skill trick usually either requires a successful skill check to pull off or it “piggybacks” on a skill check you’re already making. Exceptions to this general rule are noted in the skill trick descriptions.

Using a skill trick does not provoke attacks of opportunity unless its description specifically states that it does (or it involves an action that would normally provoke attacks of opportunity, such as moving out of a threatened square).

Making New Skill Tricks

At the GM’s discretion, characters are able to invent their own skill tricks. Much like building a spell, the end result must be discussed and approved before it can be used. The character must qualify for the skill trick they’re inventing and, at the GM’s discretion, may require a certain amount of practice and/or test runs before mastering the skill trick. After mastering the trick, the character may learn it (unlearning another skill trick if required). See Crafting New Spells for inspiration.

Skill Tricks List

Acrobatics
Master of Balance [Movement]

You can move faster while balancing without problems.

  • Prerequisites: Acrobatics 2 ranks
  • Benefit: You reduce the penalties on Acrobatics checks made to balance when moving at full speed or for charging by 5. Unlike other skill tricks, this ability is persistently active.
Extreme Leap [Movement]

You can make a sudden leap.

  • Prerequisite: Acrobatics 2 ranks.
  • Benefit: Until the beginning of your next turn you may make standing long jumps and high jumps as if you have a running start.
Nimble Charge [Movement]

You can run across treacherous surfaces with ease.

  • Prerequisite: Acrobatics 4 ranks.
  • Benefit: When you successfully make an Acrobatics check to Balance and move across a difficult surface which reduces your speed (such as ice or a narrow surface) you move normally for up to 15 feet this turn.

Dive for Cover [Movement]

  • Prerequisites: Dexterity 13, Acrobatics 4 Ranks
  • Benefit: As an immediate action you may fall prone. If used in reaction to an area of effect that grants a Reflex save for reduced damage, you gain a +2 bonus on your Reflex save against that effect.

Double Jump [Movement]

  • Prerequisites: Acrobatics 4 ranks, Climb 2 ranks
  • Benefit: At any point during a Jump check you may make a second Jump check. The distance of the second jump check overlaps the first one, effectively ending the movement of the first jump as you take the second. You must be adjacent to a solid surface you can kick off of to make the second jump. You are treated as having a running start for this second jump. Unlike other skill tricks, you may use this ability once per move action.

Expert Slide [Movement]

  • Prerequisites: Acrobatics 6 ranks
  • Benefit: You may fall prone at the end of a move action. If you do, you may get up from prone as a free action without provoking attacks of opportunity at the start of your next turn.

Trip Slide [Interaction]

  • Prerequisites: Acrobatics 6 ranks, Improved Trip
  • Benefit: After you use Acrobatics to tumble through an enemy’s threatened space you gain a +5 bonus on your next trip attempt made against that enemy so long as it’s made before the end of your turn.

Combat Balance [Movement]

  • Prerequisites: Acrobatics 6 ranks
  • Benefit: You move with such grace and agility that you are no longer flat-footed when balancing. Unlike other skill tricks, this ability is persistently active
Back on Your Feet [Movement]

You can hop back to your feet instantly if you fall.

  • Prerequisite: Acrobatics 8 ranks
  • Benefit: You can stand up from prone as an immediate action without provoking attacks of opportunity.
Acrobatic Backstab [Movement]

You dart past your opponent’s attacks, ending up perfectly positioned for a devastating counterattack.

  • Prerequisite: Acrobatics 10 ranks
  • Benefit: If you succeed on an Acrobatics check to move through an enemy’s space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn. Your enemy must be standing on the ground or floor in order for you to use this trick.
Appraise
Hoarder [Mental]

You probably remembered to bring that.

  • Prerequisite: Appraise 6 ranks.
  • Benefit: Once per hour, you can select a non-magical item that would fit easily on your person, then roll an Appraise check. If your Appraise check is at least double that item’s value in gold pieces, you can find that item somewhere on your person. Reduce your current funds by an appropriate amount, to represent the purchase that “took place” last time you were in town.
Autohypnosis
Savor the Effect [Manipulation]

You enjoy the effects of potions for longer than normal.

  • Prerequisite: Autohypnosis 4 ranks, Constitution 13
  • Benefit: With a moment of meditation you can take control of your digestive system and extend the benefits of a potion you’ve ingested. As a swift action you make an Autohypnosis check, DC 10. On a success, you increase the potion’s caster level by 1 for the purposes of determining its duration. For each 10 points your check exceeds the DC, you increase it’s caster level for the purposes of duration by an additional 1. Any given potion can only benefit from this once.

Just a Flesh Wound [Mental]

  • Prerequisites: Autohypnosis 6 ranks
  • Benefit: As an immediate action you ignore the penalties of the staggered condition or an injured limb for 1 round.

Thought Trick [Mental]

  • Prerequisites: Autohypnosis 8 Ranks, Intelligence 13
  • Benefit: You know how to conceal your true thoughts from someone reading your mind. As a swift action, you fill your thoughts with garbage, such as number counting, songs and limericks, profane fascinations, or other simple distractions for 1 round. If a creature is reading your mind, you may make an Autohypnosis check opposed by your opponent’s caster level check. If you are successful the thought reader gains no useful information from your thoughts, if it gains any benefits against you for reading your thoughts they cease to. Unlike other skill tricks, you may use this ability at-will. However, maintaining it for more than 1 hour leaves you with mental fatigue (or mental exhaustion if already fatigued).
Bluff
Taunting Flourish [Manipulation]

You can draw your opponent’s ire with a quick quip.

  • Prerequisite: Bluff or Diplomacy 2 ranks
  • Benefit: After successfully damaging an opponent – or an opponent misses you – with an attack you can deliver an insulting quip and make a Bluff or Diplomacy check opposed by your opponent’s Sense Motive. On a failed check, they are treated as marked as-per the Knight’s Sentinel ability until the beginning of your next turn. If you use a ranged effect to damage them, your opponent must be within 30 feet of you in order for you to benefit from the trick.
Sensual Robbery [Manipulation]

With a sensual gait, and a seductive smile, you approach them by mixing your gaze with theirs, your hands wandering over their pants before grasping…a key.

  • Prerequisites: Bluff 2 ranks, Sleight of Hand 1 rank
  • Benefit: As a 1 minute action you can make a Bluff check to seduce a creature. If you succeed then you can make a Sleight of Hand check with a +5 bonus to steal a small object from them (a dagger, a key, a vial, gold pieces, or a letter, etc …) while you attract its attention by your seduction. Unlike other skill tricks, you may use this ability at-will.
Distracting Feint [Interaction]

You can divert an opponent’s attention to avoid its attacks.

  • Prerequisite: Bluff 4 ranks.
  • Benefit: If you succeed on a Bluff check to feint in combat, you can forgo the normal benefits of feinting and instead render your target unable to make attacks of opportunity against you for moving until the start of its next turn. Unlike other skill tricks, you may use this ability at-will, but only once per minute against any given enemy.
Don’t Hurt Me [Interaction]

“You wouldn’t hit a guy with glasses, would you?”

  • Prerequisites: Bluff 4 ranks, Diplomacy 2 ranks
  • Benefit: As a swift action, you can force an enemy within 30 feet to take pity on you. Make a Bluff check opposed by the target’s Sense Motive. If you succeed, it takes a -2 penalty on attack rolls made against you. This effect lasts for 1 round plus one additional round for every 5 points your Bluff check exceeds its Sense Motive check. This effect ends if you hurt the target or one of their allies. This is a language-dependent mind-affecting ability and may not be used on a creature with an Intelligence score of less than 7.
Feign Death [Interaction]

The bolt struck him square in the ankle and he toppled over and into the river, dead, or so the guards thought.

  • Prerequisites: Bluff 4 ranks, Perform (acting) 2 ranks
  • Benefit: You may, after taking damage, fall prone as an immediate action and make a Bluff check to attempt to feign death. Creatures who fail a Sense Motive check against your Bluff believe you to be unconscious or dead. Creatures may determine if you’re breathing or not with a Heal or Perception check opposing your Bluff, with those who fail believing you’re dead. If you attempt to make minor and silent movements (such as casting a silent spell or throwing a dart) you must make a Stealth check at a -20 penalty, otherwise the deception is lost. Large movements or loud actions (such as casting a spell with a verbal component or standing up) automatically ends the deception. Creatures who failed a Sense Motive check against your Bluff are flat-footed against you until the end of the turn your deception was broken.
  • Special: You may fall into an empty adjacent space as part of your attempt.
Group Fake-Out [Interaction]

You zig, they zag, and the whole group of enemies gets left holding the bag.

  • Prerequisite: Bluff 6 ranks.
  • Benefit: You can feint against more than one opponent as a move action. Make one Bluff check to feint opposed by separate Sense Motive checks for each opponent. For each additional opponent after the first that you wish to affect, you take a cumulative –2 penalty on the entire check.

False Theurgy [Manipulation]

  • Prerequisite: Bluff 8 ranks, Spellcraft 4 ranks.
  • Benefit: You make a spell’s verbal and somatic components resemble those of another spell. As a swift action when casting a spell, make a Bluff check opposed by the Perception checks of onlookers. Any who fail the Perception check believe you’re casting another spell of your choice of the same level if they would succeed on a Spellcraft check to identify the spell.

Timely Misdirection [Interaction]

  • Prerequisites: Bluff 10 ranks, Improved Feint
  • Benefit: As an immediate action, make a Bluff check to feint at a -4 penalty against a creature within 30 feet who is making a melee or ranged weapon attack against you. If you succeed, the creature’s attack misses you.
Climb
Speedy Ascent [Movement]

You can produce a burst of speed when climbing.

  • Prerequisite: Climb 2 ranks.
  • Benefit: You reduce the penalty to climb faster by 5. Unlike other skill tricks, this ability is persistently active.
Up and Over [Movement]

With a swift kick you swing up onto the branch you grabbed.

  • Prerequisites: Acrobatics 1 rank, Climb 2 rank
  • Benefit: You’re skilled at translating vertical momentum. Whenever you reach a ledge with a vertical jump you gain a +10 bonus on a Climb check made to scale up onto that ledge, so long as it is made immediately after your Jump check. Unlike other skill tricks, you may use this ability at-will.
Wall Leaper [Movement]

There’s no better way to end a tough climb than by leaping from the wall.

  • Prerequisite: Acrobatics 1 rank. Climb 2 ranks,
  • Benefit: If you have succeeded on a Climb check to ascend or descend a wall at least 5 feet during this or your previous turn, you can leap horizontally from that wall as if you had a running start. Unlike other skill tricks, you may use this ability at-will.
Corner Perch [Movement]

You can brace yourself against walls to leave your hands free.

  • Prerequisite: Climb 4 ranks.
  • Benefit: If you succeed on a Climb check to ascend or descend either a “chimney,” where you can brace against opposite walls, or a corner where you can brace against perpendicular walls, you can suspend yourself momentarily. Until the end of your next turn, you can use your hands freely for any other purpose (including attacking) without risk of falling. At the end of your next turn, you fall from the wall unless you succeed on a Climb check against the normal DC + 5 or you have succeeded on another Climb check to move up or down the wall as normal. Unlike other skill tricks, you may use this ability at-will.
Wall Grab [Movement]

Pushing your luck and your skill, you can catch yourself or an ally when falling.

  • Prerequisites: Climb 4 ranks
  • Benefit: For 1 round you gain a +10 bonus on Climb checks made to catch yourself while falling or another falling character.

Combat Climber [Movement]

  • Prerequisites: Climb 6 ranks
  • Benefit: You’re not flat-footed while climbing. Also, you do not have to make a Climb check to maintain your position if you take damage. Unlike other skill tricks, this ability is persistently active.
Up the Hill [Movement]

You can move quickly up a slope.

  • Prerequisite: Climb 8 ranks.
  • Benefit: You can move across uneven terrain (such as that impeded by a giant’s body) or up a steep slope (such as stairs) at your normal speed instead of at half speed. This effect lasts until the beginning of your next turn.

Walk the Walls [Movement] p.You can run straight up a wall for a few seconds.

  • Prerequisite: Climb 10 ranks, Acrobatics 4 ranks.
  • Benefit: You can move up a wall or other solid surface without making a Climb check. Each 5 feet of vertical movement costs you 2 squares of movement, and you must begin and end your turn on a horizontal surface. Unlike other skill tricks, you may use this ability at-will.
Craft
Push The Limits [Manipulation]

You know just how far you can stretch yourself and your bow.

  • Prerequisite: Craft (Bowyer) 2 ranks.
  • Benefit: Until the beginning of your next turn you may increase the composite bonus of a bow you’re wielding (even if it’s not a composite bow). However, for every point of strength bonus you add, the bow loses 10 feet of range increment for the same duration. For example, granting a normal longbow a strength bonus of +2 reduces its range increment to 80 feet.

Spitfire [Manipulation]

  • Prerequisites: Craft (Alchemy) 4 ranks
  • Benefit: You can pour the contents of an alchemical flask thrown weapon into your mouth and spew it out as a standard action. All creatures and unattended objects within a 15-foot cone take damage as-if they’d been struck by the flask. Those who succeed on a Reflex save DC 11 plus your Constitution modifier are instead treated as being struck by the splash damage from the flask. You take one-half of the damage normally dealt by the flask.
Tolerance [Manipulation]

Constant exposure has its perks.

  • Prerequisite: Craft (Poisonmaking) 4 ranks.
  • Benefit: When you take ability damage from a poison, reduce that damage by one (to a minimum of 0).

Alchemize [Manipulation]

  • Prerequisites: Craft (Alchemy) 6 ranks
  • Benefit: By working for 1 minute with a portable alchemist’s kit, you can use up to 10 gp of reagents per rank in Craft (alchemy) to create any alchemical creation of the same cost or lower. The item lasts 24 hours and is rendered inert if not used in that time. Unlike other skill tricks, this skill trick can be used at-will.
  • Special: If you possess the Craft Magic Trinkets feat, you can instead put together a potion of up to the same value. You must still meet all creation prerequisites to make the potion.
Bone-mending Broth [Interaction]

Your meals are filling and restorative.

  • Prerequisite: Craft (Cooking) 6 ranks, Heal 4 ranks.
  • Benefit: You can prepare meals with medicinal herbs to make restorative and delicious meals. This takes at least 30 minutes with the appropriate materials to cook a hot meal, requires at least 5 gold pieces worth of medicinal herbs, and requires you to make a Craft (Cooking) check DC 10. You can prepare enough food to serve 1 person, plus 1 person for every 5 points by which your result exceeded the DC. For each person you serve you must cook using at least 1 pound of ingredients. Eating this meal takes at least 30 minutes and each person that eats one of these servings heals 1d8 hit points. A character may only benefit from Bone-mending Broth three times per day (requiring at least a few hours between each meal). Unlike other skill tricks, you may use this ability at-will.
Quick Crafter [Manipulation]

You can rapidly craft items, though the process is very wasteful.

  • Prerequisites: Craft (any) 8 ranks
  • Benefit: You can quickly make or repair an item, but the process costs more resources than normal. Make a Craft check appropriate for the item you’re repairing and that you’re trained in against the normal DC required to craft or repair the desired item. On a successful roll, you craft that item in one-tenth the normal time required. However, use of this skill trick requires you to expend resources of equal value to the market value of the crafted item (or of the repairs made). You must possess full access to all normal tools that would be needed to make the item.
Diplomacy
Insightful Improvisation [Interaction]

You can subtly tease out useful information by interacting with and observing your audience.

  • Prerequisite: Diplomacy 2 ranks, Perform (any) 1 rank
  • Benefit: When making a Gather Information check and attempting to Avoid Suspicion, you can attempt a DC 20 Perform check. Particularly suspicious crowds may require a Perform check DC 30 (GM discretion). On a success, you reduce the penalty for Avoiding Suspicion by 5. Unlike other skill tricks, you can use this ability at-will.
Social Recovery [Interaction]

You can talk your way out of a problem you talked yourself into.

  • Prerequisite: Bluff 2 ranks, Diplomacy 4 ranks.
  • Benefit: If you or your ally fails a Bluff check against an NPC you can spend 1 full-round talking to the NPC, then make a Diplomacy check with a –10 penalty. If your opponent’s Sense Motive fails against your Diplomacy check then you successfully persuade them it was a misunderstanding. You can only use this skill trick (successfully or not), against any given target once in a 24 hour period.
Director [Interaction]

You are well skilled at aiding your allies.

  • Prerequisite: Diplomacy 6 ranks
  • Benefit: You may use this skill trick one of two ways. Either you may aid two allies on the same type of roll in the same aid another action, or you may aid an ally up to 30 feet outside of your reach, so long as you have a clear line to help them and it makes any sort of sense (GM discretion). For instance, you can shout to distract an enemy, help spot handholds while climbing, watch for movement in a trap’s inner workings as an ally disables it, or most other things so long as it’s not purely a test of physical prowess. Tasks that require great care, such as Craft and Heal, generally cannot benefit from ranged assistance. Unlike other skill tricks, you may use this ability at-will.
Battle Leader [Interaction]

You know how to guide your allies and open an enemy to their attacks.

  • Prerequisite: Diplomacy 6 ranks
  • Benefit: As a standard action you make a single melee attack against an enemy you’re currently flanking. You do not treat that enemy as flanked for this attack. The ally (or allies) that are flanking that enemy with you gain a +4 bonus on their next attack roll and weapon damage roll against that enemy (otherwise as-per Aid Another).
Reassuring Presence [Interaction]

You quell panic with your stoic nature and reassuring words.

  • Prerequisite: Diplomacy 8 ranks
  • Benefit: After you succeed on a save against a harmful mind-affecting effect (such as a Fear spell), or are immune to such an effect, you can spend an immediate action to grant all allies within 10 feet of you a +4 morale bonus on their save against that effect (potentially changing a failed save into a successful save).
Disable Device
Clever Improviser [Manipulation]

Tools? Why would you need tools? It’s just a combination lock with a poison needle trap, after all.

  • Prerequisite: Disable Device 2 ranks
  • Benefit: When making a Disable Device check with improvised tools you reduce the DC increase for not having the proper thieves’ tools by half (+5 instead of +10). Unlike other skill tricks, you can use this ability at-will.
Opening Tap [Manipulation]

“No time to waste on tools – a sharp tap should pop that lock!”

  • Prerequisite: Disable Device 4 ranks.
  • Benefit: As a swift action, you can make a Disable Device check to open a lock by tapping a lock with a hard, blunt object such as the pommel of a weapon. Increase the DC as normal for making the check without thieves’ tools. Unlike other skill tricks, you can use this ability at-will, but you cannot retry it on the same lock if you fail.
Jammed! [Manipulation]

You know how to damage the complex components keeping constructs working.

  • Prerequisite: Disable Device 8 ranks.
  • Benefit: Make a Disable Device check as a free action when attacking a construct, the DC is equal to the construct’s armor class. On a success, that attack treat’s the construct’s hardness as being 10 lower. Unlike other skill tricks, you can use this ability at-will, but only once per minute per construct.
Disguise
Assume Quirk [Interaction]

You can perfectly imitate a small habit or idiosyncrasy of a person you impersonate in order to throw off suspicion.

  • Prerequisite: Bluff 1 rank, Disguise 2 ranks.
  • Benefit: When impersonating a particular individual that you know well, you reduce the normal Perception bonus granted to a viewer familiar with that individual by one-half. Unlike other skill tricks, this ability is persistently active.
Ventriloquism [Manipulation]

You can throw your voice and speak without moving your lips.

  • Prerequisite: Disguise 4 ranks.
  • Benefit: You can fool listeners into believing sounds come from other nearby locations either for entertainment purposes, as part of a performance, or to misdirect. As a move action you can make a Disguise check at a -5 penalty opposed by the listener’s Perception check. On a failed check they believe your voice is coming somewhere up to 30 ft away from you. Unlike other skill tricks, you may use this trick at-will.

Secret Identity [Interaction]

  • Prerequisites: Bluff 2 ranks, Disguise 6 ranks
  • Benefit: Upon taking this skill trick you make a secret identity, including secret name, appearance and whatnot. When changing into your secret identity you gain an additional +10 bonus on the Disguise check. You also gain a +10 bonus to Bluff checks made to stay in the character of your secret identity. Changing the secret identity requires one week of practicing the new persona. You do not gain the bonus from this skill trick against those who know about your secret identity. Unlike other skill tricks, this skill trick is always active whenever you assume your secret identity.
Escape Artist
Easy Escape [Manipulation]

You can slip free from the grasp of a larger enemy with ease.

  • Prerequisite: Escape Artist 2 ranks.
  • Benefit: Until the beginning of your next turn, reduce your opponent’s size bonus to grapple by up to 4 (to a minimum of +0) when trying to escape a grapple or pin.
Limbo Dodge [Movement]

You are the master of limbo, easily sliding under enemy blades.

  • Prerequisites: Escape Artist 2 ranks
  • Benefit: As an immediate action you gain a +4 dodge bonus against an attack but you end up prone after the attack is resolved.
Whip Lash [Manipulation]

You can use a whip as a grappling hook.

  • Prerequisite: Escape Artist 2 ranks, proficiency with the whip.
  • Benefit: You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weight-bearing object in order to climb a wall or swing across a chasm. You make Climb checks using the whip as if it were a normal rope. Using this trick requires a check as normal for securing a grappling hook but takes only a move action. Unlike other skill tricks, you may use this ability at-will.
Tunnel Runner [Movement]

You can slip through a tight space without breaking stride.

  • Prerequisite: Escape Artist 4 ranks
  • Benefit: You reduce the additional movement cost and penalty on attack rolls and to AC when squeezing through a narrow space by one-half (though your weapon choices and ability to fly are still limited). Unlike other skill tricks, this ability is persistently active.

Human Shield [Manipulation]

  • Prerequisites: Escape Artist 6 ranks, Improved Grapple
  • Benefit: This skill trick may only be used when you are in a grapple and a creature makes a ranged attack against you. As an immediate action you may make a grapple combat maneuver check, if you succeed the attack misses you and is instead resolved against the creature you’re grappling.
Quick Escape [Manipulation]

In the blink of an eye, you can escape nearly any tight spot.

  • Prerequisite: Escape Artist 6 ranks.
  • Benefit: This trick has two options, either of which can be used only once per minute. You can make an Escape Artist check to escape from a grapple or pin as a swift action. Alternatively, you can make any Escape Artist check that would normally require a full-round action as a move action.
Escape Attack [Movement]

You can follow a successful attack with a swift attack.

  • Prerequisites: Escape Artist 8 ranks
  • Benefit: When you escape a grapple by using escape artist, you can make a single melee attack with a light weapon as a free action against the opponent that was grappling you. The opponent is considered flat-footed against this attack.
Never Even There [Movement]

Nothing keeps you in place for long.

  • Prerequisite: Escape Artist 8 ranks.
  • Benefit: If you fail a save against an effect that restricts your movement, you can attempt to wriggle out of it on your next round. As a move action you can make an Escape Artist against the original effect’s DC, with a successful roll acting as if you’d succeeded on the original roll. You can only use this ability once per effect.
Twinkletoes [Movement]

You can slip to the side to evade telegraphed attacks.

  • Prerequisite: Escape Artist 10 ranks
  • Benefit: When you are aware of an opponent charging, overrunning, or trampling you, you may make an Escape Artist check as an immediate action and use it in place of your AC or CMD against that attack. If your opponent fails to strike you because of this trick they move to the space opposite of you relative to where they currently are (if the space is open) and then end their movement.
Fly
Falling with Style [Manipulation]

For better or worse, you’re a practiced faller.

  • Prerequisite: Fly 8 ranks
  • Benefit: You’ve learned to control your rapid descent and are no longer flat-footed when falling. Unlike other skill tricks, this ability is persistently active so long as you have the ability to fly or glide.
Handle Animal
Quick Trick [Interaction]

You can teach an animal to do a trick for a short time.

  • Prerequisite: Handle Animal 2 ranks.
  • Benefit: You can spend 10 minutes working with an animal to temporarily teach them a trick. You must succeed on the required Handle Animal check to teach that trick. The animal remembers this trick for 8 hours (even if it already knows as many tricks as it’s normally allowed). An animal can only temporarily learn a trick in this way once per day.
Call Companion [Interaction]

Your creature companions flock to your call.

  • Prerequisite: Handle Animal 4 ranks.
  • Benefit: As a swift action you may make a Handle Animal check DC 15 to emit a special whistle. On a success, you summon a friendly animal of your choice within earshot, commanding it to move to you despite threat or distraction. For every 5 points your check exceeds the DC the animal gains a +1 morale bonus on skill checks, ability checks, and saving throws made to approach you (or against effects that would prevent it from getting to you). The bonuses end once the animal is adjacent to you. An animal will not move into or through areas that are obviously exceptionally dangerous or obviously lethall. Unlike other skill tricks, you can use this ability at-will, but only once per minute per animal.
Heal
Healing Hands [Manipulation]

You are skilled at knitting your patients back together.

  • Prerequisite: Heal 2 ranks
  • Benefit: If you succeed on a Heal check that restores hit points or ends a condition on a character (such as treating deadly wounds, treating poison, or stabilizing a dying character), that character also heals 1d4 points of damage. Unlike other skill tricks, you may use this ability at-will.
Critical Observation [Manipulation]

Your knowledge of anatomy lets you place a vivisecting blow.

  • Prerequisite: Heal 4 ranks
  • Benefit: When making an attack against an opponent you’re flanking or is flat-footed to you you can make a Heal check. The DC of this check equals the opponent’s flat-footed AC. If the check succeeds, your attack deals an additional 1d6 points of precision damage. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from the trick.
Surgical Strike [Manipulation]

Your attacks are exactly as deadly as you intend them to be: no more and no less.

  • Prerequisite: Heal 4 ranks
  • Benefit: On a successful melee or ranged attack against an enemy within 30 feet you can attempt a DC 15 Heal check as a free action to designate the physical damage from your attack as nonlethal damage.
Plague Doctor [Manipulation]

You are adept at ministering to the sick and suffering.

  • Prerequisite: Heal 6 ranks
  • Benefit: Whenever you successfully use the Heal skill to treat poison or disease, you increase the competence bonus granted to +6. Unlike other skill tricks, you may use this skill trick at-will.
Combat Medic [Manipulation]

Your expertise allows you to rapidly treat cracked ribs and concussed patients.

  • Prerequisite: Heal 8 ranks
  • Benefit: If you succeed on a Heal check made to treat deadly wounds, that character also heals 1 point of ability damage to each of their damaged ability scores. If you succeed on a Heal check to treat critical wounds, they instead heal 2 points of ability damage to each of their damaged ability scores.
Intimidate

Angry Glare [Interaction]

  • Prerequisites: Intimidate 2 ranks
  • Benefit: You may use Angry Glare as an immediate action whenever you are aware a creature is using Bluff, Diplomacy, or Intimidate. Make an Intimidate check against that creature. On a successful roll they take a -4 penalty on that check.
Demoralizing Strike [Interaction]

Your blows are fearsome.

  • Prerequisite: Intimidate 4 ranks.
  • Benefit: When you score a critical melee hit, you may make a free demoralize attempt against that opponent.
Never Outnumbered [Interaction]

You can demoralize multiple enemies.

  • Prerequisite: Intimidate 6 ranks.
  • Benefit: You can use Intimidate to demoralize more than one opponent. You can affect all enemies within 10 feet that can see you, rather than only a single enemy you threaten. For each additional opponent after the first that you wish to affect, you take a cumulative –2 penalty on your Intimidate check on the entire check.

Dread Approach [Interaction]

  • Prerequisites: Intimidate 8 ranks
  • Benefit: At the beginning of your turn you can choose to move at half speed until the end of your turn. For this turn you cannot run or charge. Once during this turn if you move at least 10 ft towards a creature who can see you, you may make a free Intimidation check to demoralize as part of that move action so long as you end your movement within 30 feet of them.

Fear Itself [Interaction]

  • Prerequisites: Intimidate 10 ranks, Improved Demoralize
  • Benefit: As an immediate action, make an Intimidate check to demoralize at a -4 penalty against a creature within 30 feet that’s about to make a melee or ranged weapon attack against you. If you succeed, the creature’s attack misses you (their fear ruining their shot). This is a mind-affecting fear effect.
Knowledge (Any)
Researcher [Mental]

You are a skilled and well-practiced researcher.

  • Prerequisites: 2 ranks in any three Knowledges
  • Benefit: If you possess access to a library or similar source, you may spend one hour to make a Knowledge check with a +4 insight bonus (in addition to any circumstance bonus the library would otherwise provide). This check may be made even if a similar knowledge check on the same subject has failed in the past.
  • Normal: Using a library normally requires 1d4 hours.
Collector of Stories [Mental]

You’ve heard so many tales of legendary monsters that you remember all sorts of gory details.

  • Prerequisite: 4 ranks in any three Knowledges
  • Benefit: When you successfully identify something with a Knowledge check (such as a creature, organization, item, location, etc) you learn about one additional special power or vulnerability if it was a monster, as if you had succeeded by 5 more on the check, or one additional threshold of information for anything else. Unlike other skill tricks, you can use this ability at-will.
Practical Knowledge [Mental]

Your knowledge has given you some fascinating insights.

  • Prerequisites: 6 ranks in any three Knowledges
  • Benefit: As an immediate action, you may make a DC 20 Knowledge check when making an attack roll, a Strength- or Dexterity-based skill or ability check, or a saving throw against an extraordinary or supernatural ability. If it is successful, you gain a +2 insight bonus on that check. The Knowledge check must be relevant to the roll being augmented (GM discretion).
Knowledge (Arcana)
Spell Ward [Mental]

You can use your knowledge of magic to defend yourself from it.

  • Prerequisites: Knowledge (Arcana) 8 ranks, Intelligence 13
  • Benefit: As a swift action, you may apply your knowledge of magic to your magical defenses. You gain spell resistance equal to your ranks in Knowledge (Arcana), which lasts until the beginning of your next round. If you already have spell resistance which exceeds or equals this, your existing spell resistance instead increases by +2 for the same duration.
Knowledge (Engineering)
Applied Physics [Mental]

You know how to manipulate the world around you.

  • Prerequisite: Knowledge (Engineering) 2 ranks.
  • Benefit: When you or an ally is making a Strength check as a standard action, you can make a DC 15 Knowledge (Engineering) check as a move action. You grant yourself a +4 bonus on the Strength check or your ally a +6 bonus on their Strength check (otherwise as-per Aid Another). Unlike other skill tricks, you can use this ability at-will.
Demolition Expert [Manipulation]

You can bring down structures more easily.

  • Prerequisite: Knowledge (Engineering) 4 ranks.
  • Benefit: If you make a DC 15 Knowledge (Engineering) check as a free action before an attack that can damage a structure, that attack treats the structure’s hardness as 5 lower. You can instead use the Aid Another action to grant this benefit to an ally for their next attack. Unlike other skill tricks, you can use this ability at-will.
Knowledge (Geography)
Material Weakness [Mental]

Break the keystone and the whole castle crumbles.

  • Prerequisites: Knowledge (geography) 6 ranks
  • Benefit: If you roll a critical threat when attacking an object within 30 feet you may attempt a Knowledge (Geography) check. The DC for this check is equal to 5 plus the normal hardness of the material makeup of the object (not including any increases from magic or item modifications). If successful, that attack may critically hit the object on a successful confirmation roll. Unlike other skill tricks, you can use this ability at-will.
Knowledge (Local)

Face in the Crowd [Mental]

  • Prerequisite: Disguise 2 ranks, Knowledge (Local) 4 ranks
  • Benefit: You can craft a disguise to blend in with the local community (rather than disguise yourself to be a specific individual) with a Knowledge (local) check DC 15. On a successful roll, your opponents take a -2 to defeat the disguise within the community. When within a crowd of locals in the community this penalty increases to -5. Unlike other skill tricks, this ability is persistently active while you or an ally is wearing your disguise.
Knowledge (Nature)
Call of the Wild [Mental]

You can imitate the sound of common animals

  • Prerequisite: Knowledge (Nature) 2 ranks
  • Benefit: Choose an animal you can identify with Knowledge (nature). You make a Knowledge (Nature) check to imitate a call from that animal; a listener familiar with the animal call being imitated must succeed on an opposed Sense Motive check to discern that the call isn’t genuine. Listeners unfamiliar with the animal call take a -10 penalty on their Sense Motive check to know if the call is genuine. Listeners that fail believe the animal call to be real and react as such (though unfamiliar listeners still don’t know what animal’s call it’s supposed to be).
Knowledge (Nobility)
Heraldic Knowledge [Interaction]

Your knowledge of noble society and quirks gives you an edge with the movers and shakers.

  • Prerequisite: Knowledge (Nobility) 4 ranks.
  • Benefit: When interacting with someone of higher social standing than yourself, assuming they are proper enough to respect tradition and decorum, you can attempt a DC 15 Knowledge (Nobility and Royalty) check. If you succeed, you gain a +2 insight bonus on all bluff, diplomacy, disguise, perform, and sense motive checks with regards to that person and their household. Unlike other skill tricks, you can use this ability at-will, but only on one individual at a time.
Knowledge (Planes)
Planar Ward [Mental]

You can use your knowledge of the planes to defend yourself from their inhabitants.

Prerequisites: Knowledge (Planes) 6 ranks, Charisma 13 Benefit: You may apply your knowledge of the planes to your evoke a brief ward against extraplanar beings. As a swift action, you can attempt a DC 20 Knowledge (Planes) check. On a success, you gain a +2 bonus to AC and a +2 bonus on saves against the spells and abilities of extraplanar creatures until the beginning of your next turn.

Knowledge (Religion)
Devoted Strike [Mental]

Your religious leanings let you pierce some supernatural defenses.

  • Prerequisite: Knowledge (Religion) 6 ranks.
  • Benefit: As a standard action you can call upon your faith (or devotion to an order or ideology) and make a single attack that is aligned to your alignment (Good, Evil, Lawful and/or Chaotic). A character without a faith or devotion to an order or ideology that is no more than one step away from their alignment cannot use this ability.
Linguistics
Lip Reading [Mental]

You can understand what others are saying by watching their lips move and their body language.

Requirements: Linguistics 4 ranks, Perception 2 ranks, Sense Motive 2 ranks
  • Benefit: You can read the lips of a creature by making a Linguistics check. The base DC for this check is 10, but it increases by 5 if reading complex speech, an inarticulate speaker, and for each 10 feet of distance between you and the target. You must be able to see your target’s lips and understand the speaker’s language. You have to concentrate to read lips (as concentrating on a spell) and, while doing so, you can move no faster than one-half your move speed and you must maintain line of sight to the lips being read. If your check succeeds, you can understand the general content of the conversation, but you usually still miss specific details. If the check fails, you can’t read the speaker’s lips. If the check fails by 10 or more, you draw some incorrect conclusion about what you’re seeing. Unlike other skill tricks, you may use this ability at will.
Perception

Squint [Mental]

  • Prerequisite: Perception 2 ranks.
  • Benefit: You act as if you had low-light vision until the beginning of your next turn.
Listen to This [Mental]

You can perfectly repeat to others what you hear.

  • Prerequisite: Perception 4 ranks.
  • Benefit: Whenever you make a successful Perception check to hear a noise, you can describe up to 1 minute of that sound with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don’t understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate. Unlike other skill tricks, you may use this ability at-will, but you can only have 1 minute of sound memorized at a time.
Point It Out [Mental]

You can show others what you see.

  • Prerequisite: Perception 6 ranks.
  • Benefit: You can spend an immediate action to grant a single ally a free Perception check to notice something you’ve already successfully noticed with Perception. Your ally must be within 30 feet of you and able to see or hear you to benefit from this effect, they gain a +2 bonus on this new check (otherwise as per Aid Another).
Clarity of Vision [Mental]

You can briefly see invisible opponents.

  • Prerequisite: Perception 8 ranks.
  • Benefit: As a swift action, you can attempt a DC 20 Perception check. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet. Creatures you have pinpointed in this fashion do not gain the normal benefits of invisibility against you. This clarity lasts until the beginning of your next turn.
Uncanny Awareness [Mental]

You have a knack for spotting the hidden, even when not actively trying to.

  • Prerequisites: Perception 8 ranks
  • Benefit: As a swift action, you can make a single Perception check to perform a purely visual search of all squares within 20 feet. This can only reveal details available based on your line of sight (so it may reveal the tripwire or pressure plate trap, but it couldn’t reveal the explosive on the underside of a table).
Spot the Weak Point [Mental]

Your keen eyes allow you to place attacks where they’ll do the most good.

  • Prerequisite: Perception 10 ranks.
  • Benefit: As a standard action, you can make a single melee or ranged attack against an enemy and attempt a Perception check to find a weakness in their defenses. The DC of this check equals the opponent’s AC, including the normal penalties for distance and visibility. If the check succeeds then the attack is resolved as a touch attack.
Perform

Innocent Act [Interaction] You are a master of looking honest and innocent, making your lies more believable.

  • Prerequisites: Bluff 1 ranks, Perform (Acting) 2 ranks
  • Benefit: When you make a Bluff check that is unlikely or far-fetched, but not necessarily impossible, your acting skills can make your lie seem more believable. You can spend an additional full-round action when using Bluff to make a Perform (acting) check opposed by the target’s Sense Motive. If you succeed, you reduce the penalty on your Bluff check by 5. Unlike other skill tricks, you may use this ability at-will.
Staff Climber [Manipulation]

You can use a staff as a quick climbing tool

  • Prerequisite: Acrobatics 2 ranks, Perform (Weapon Drill) 4 ranks, proficiency with the quarterstaff or long staff.
  • Benefit: You can use a staff as a makeshift ladder, a quarterstaff acting as a 5 ft ladder and a long staff acting as a 10 foot ladder. You can use a staff in this way even when it’s not leaned against a wall – allowing you to hold yourself against the side of it or stand atop it- but doing so requires Perform (Weapon Drill) DC 15. If the staff is disturbed while being used in this fashion, you must make an Acrobatics check to balance to maintain your position (GM discretion). You ascend your staff at your normal move speed. Unlike other skill tricks, you may use this ability at-will.
Dancing Dash [Movement]

You can dance to the side as you charge without losing momentum

  • Prerequisite: Perform (Dance) 4 ranks,
  • Benefit: When you charge or run, you can shift 5 feet left or right at any point during your movement. All other restrictions on charge or run actions still apply, and you must have line of sight to the opponent at the start of your turn if charging.
Wonderwall [Interaction]

You’ve learned how to seduce others through song or dance.

  • Prerequisite: Bluff 2 ranks, 4 ranks in a musical or dance Perform
  • Benefit: You can substitute a musical or dance Perform check for a Bluff check when trying to seduce someone, though such a check requires at least 5 minutes.
Inspiring Oratory [Interaction]

Your words inspire the hearts of others.

  • Prerequisites: Perform (Oratory) 6 ranks
  • Benefit: Once per hour as a move action, you may make a DC 20 Perform (oratory) check. If you succeed, a number of allies up to your number of ranks in Perform (oratory) who can see and hear you gain a +1 morale bonus on attack rolls, weapon damage rolls, and Will saves against fear effects for 1 minute. If you possess the inspire courage class feature, these bonuses stack with those of your inspire courage.
Shrouded Dance [Manipulation]

You can seem to be where you aren’t.

  • Prerequisite: Perform (Dance) 6 ranks, Stealth 2 ranks
  • Benefit: As a swift action, you can attempt a DC 20 Perform (Dance) check. If you succeed, you gain concealment until the start of your next turn. You must be wearing loose, flowing clothing and nothing heavier than light armor to use this ability.
Weapon Ward [Manipulation]

You’ve learned to cut arrows from the air.

  • Prerequisite: Perform (Weapon Drill) 6 ranks, Deflect Arrows
  • Benefit: You may now use your Deflect Arrows feat when wielding a weapon you’re proficient with even if you don’t have a free hand. Unlike other skill tricks, you may use this ability at-will.

Seductive Distraction [Interaction]

  • Prerequisites: Perform (Dance) 8 ranks, Charisma 13
  • Benefit: In order to use this skill trick, you must wear light or no armor. As a full-round action, you attempt to distract creatures with your seductive gyrations. Make a Perform (Dance) check, all creatures physically attracted to you and within 30 feet of you must succeed on a Sense Motive check equal to your Perform check or become fascinated for 1d4 rounds. A creature that is currently in combat or otherwise threatened is instead momentarily distracted, taking a -2 penalty to AC and Reflex saves for 1 round.

High Note [Manipulation] p You’ve dramatically expanded your vocal range.

Prerequisite: Perform (Sing) 10 ranks Benefit: You can produce a screeching note, duplicating the spell Shatter as an extraordinary ability. This is a standard action and requires a Perform (Sing) check DC 20. The save DC for the effect is 12 + your Charisma modifier, and your caster level is equal to your ranks in Perform (Sing).

Profession
Lucky Stiff [Mental]

The dice (sometimes) land in your favor.

  • Prerequisite: Profession (Gambler) 2 ranks.
  • Benefit: You gain one additional luck reroll per day. You can expend one luck reroll to reroll the results of a nonmagical game of chance.

Shield Ally [Movement]

  • Prerequisites: Dexterity 13, Profession (Soldier) 4 ranks
  • Benefit: As an immediate action you can use yourself to shield an adjacent ally from an area of effect. The shielded ally gains improved cover against the effect. You gain no save against the area of effect and suffer its full effects (even if you weren’t originally within the area).
High Roller [Mental]

You tend to take greater chances in everyday life. It tends to pay off… sometimes.

  • Prerequisites: Profession (Gambler) 4 ranks
  • Benefit: As an immediate action, you may take a –2 penalty to your next d20 roll made this round. If you roll an 11 or higher on that roll, however, you gain a +1d8 bonus to the result. You cannot use this ability when flat footed.

Intercept Attack [Movement]

  • Prerequisites: Dexterity 13, Profession (Soldier) 6 ranks
  • Benefit: As an immediate action you can use yourself to shield an adjacent ally from an attack. The attack is redirected to you (treating you as-if you were in your ally’s space for determining the attack range and targeting) but your enemy doesn’t suffer any effect on you that would cause a miss chance for that attack, if any. At the GM’s discretion, an attack will not be redirected if you cannot conceivably block it (for instance, a golem cannot stop a brilliant energy weapon or a Blink spell might interfere with an attempt).
Ride

Bareback Riding [Manipulation]

  • Prerequisites: Ride 2 ranks
  • Benefit: When riding a mount without a saddle you no longer take a -5 penalty to ride checks. Unlike other skill tricks, this ability is persistently active.

Wagon Rider [Manipulation]

  • Prerequisites: Ride 2 ranks
  • Benefit: You no longer take a penalty on your Ride check when using it to drive an animal-pulled vehicle. Unlike other skill tricks, this ability is persistently active.
Dismount Attack [Movement]

You can leap out of the saddle onto a foe.

  • Prerequisite: Ride 4 ranks.
  • Benefit: If your mount has moved at least 10 feet in this round and you succeed on a fast dismount, you can use a standard action immediately after dismounting to attack an adjacent opponent as if you had charged that opponent.

Horsepower [Movement] You can spur your mount onto incredible speeds for short distances.

  • Prerequisites: Handle Animal 3 ranks, Ride 6 ranks
  • Benefit: As a swift action, you can make a DC 15 Ride check to make your mount sprint. If successful, the speed of your mount is increased by 30 feet until the beginning of your next turn. Afterwards, however, your mount is fatigued and takes 1d4 points of nonlethal damage. This only functions on animalistic mounts and fails if attempted with a fatigued mount.
Sense Motive
One Step Ahead [Mental]

You can see through your opponents’ moves to predict exactly where they’re heading next.

  • Prerequisite: Sense Motive 6 ranks
  • Benefit: You may use this skill trick one of two ways. When an opponent uses a Bluff check to feint in combat against you and fails, you can choose to deny your opponent’s Dexterity bonus to AC against your next melee attack on or before your next turn. Alternatively, you can “get a hunch” about a creature’s intentions when they’ve Readied an action by making a Sense Motive check DC 20, or opposed by a creature’s Bluff check if they attempt to conceal it.
Sleight of Hand

Caltrop Panic [Manipulation]

  • Prerequisites: Sleight of Hand 2 ranks
  • Benefit: As a move action, you may draw and toss a bag of caltrops or marbles, covering a 5-foot square.
Conceal Spellcasting [Manipulation]

You can cast spells while making it harder for others to follow.

  • Prerequisite: Sleight of Hand 4 ranks, Spellcraft 2 ranks.
  • Benefit: You can cast a spell while making it harder for others to follow your movements. Make a Sleight of Hand check DC 15 as part of the action used to cast a spell. If successful, you gain a +4 bonus on a concentration check made to cast that spell defensively and your opponents take a -4 penalty on Spellcraft checks made to identify the spell.
Concealed Consumption [Movement]

You can hide actions performed in plain view, performing them so stealthily and quickly that others can only see the results and not the action itself.

  • Prerequisite: Sleight of Hand 6 ranks
  • Benefit: You can make a Sleight of Hand checks when you use a potion, oil, or alchemical ungent. Anyone who fails their Perception check cannot take an attack of opportunity against you for using that item.
Sudden Draw [Manipulation]

You can quickly draw a hidden weapon to make a deadly strike.

  • Prerequisite: Sleight of Hand 6 ranks, Quick Draw
  • Benefit: If an opponent would provoke an attack of opportunity from you (even if you don’t currently threaten), you can draw a weapon that you have successfully concealed using Sleight of Hand as an immediate action to deliver the attack of opportunity with that weapon. That opponent is treated as flat-footed against the attack with the concealed weapon.
Hidden Blade [Manipulation]

You can quickly draw a hidden weapon to make a deadly strike.

  • Prerequisite: Sleight of Hand 8 ranks
  • Benefit: As a full-round action you can draw a concealed weapon on your person and make an attack with it in one fluid motion. Make a Sleight of Hand check. Any opponent who fails a Perception check against your Sleight of Hand check, and was unaware of the concealed weapon, is treated as flat-footed against the attack you make as part of this action.
Mosquito’s Bite [Manipulation]

You can deliver a vicious strike without your target feeling a thing.

  • Prerequisite: Sleight of Hand 10 ranks.
  • Benefit: If you use a light or finessed weapon to hit a flat-footed opponent, you can attempt a Slight of Hand check. Creatures who failed a Perception check against your Sleight of Hand believe you had attacked and missed (even your struck opponent). This trick doesn’t allow the opponent to ignore anything other than the damage of your attack. For instance, they still notice the ability damage or bleed damage from a poisoned or serrated blade, being subject to a combat maneuver, or falling unconscious when reduced to fewer than 0 hit points, though an opponent that failed their Perception check will be uncertain as to how you accomplished such a feat. Your opponent always realizes they were struck at the beginning of your next turn, the pain and damage revealing itself at this point.
Spellcraft
Swift Concentration [Mental]

You can maintain your mental focus while attending to another task.

  • Prerequisite: Spellcraft 2 ranks
  • Benefit: You can maintain concentration on a spell or similar effect as a move action until the beginning of your next turn.
Innate Arcana [Mental]

You know enough spellcraft to freely produce some minor magical effects.

  • Prerequisite: Spellcraft 4 ranks
  • Benefit: Make a DC 10 Spellcraft check as a move action. If you succeed, you can cast (or begin casting) one cantrip that you know this round without expending mana. Unlike other skill tricks, you may use this ability at will. The DC for this trick goes up by 5 for every time you’ve used this skill trick today.

Rapid Spellwork [Mental]

  • Prerequisite: Spellcraft 6 ranks
  • Benefit:: Once per hour when attempting to learn a spell of up to 3rd level that is at least 2 spell levels below your maximum known spell level for a given Mana Pool, you halve the spell’s learning time.

Rapid Dismissal [Mental]

  • Prerequisites: Spellcraft 8 ranks
  • Benefit: You can dismiss a spell as a free action.
Stealth
Quick Sneak [Movement]

You can more easily take advantage of a distraction

  • Prerequisites: Stealth 2 ranks
  • Benefit: You reduce the penalty on Stealth checks made when using a distraction by 5. Unlike other skill tricks, this ability is persistently active.
Stealth Takedown [Manipulation]

You can remove unaware enemies silently.

Requirements: Stealth 4 ranks Benefit: When you kill or render unconscious an unaware enemy with a melee attack or a ranged attack from within 30 feet, you may make a Stealth check at a -5 penalty. Other creatures must succeed on a Perception check equal to or greater than the result of that check to have heard your attack or the result of it. At the GM’s discretion, certain weapons or abilities (such as a screaming weapon) may make this skill trick more difficult or impossible to use.

Sniper [Movement]

You can take shots without giving away your location.

  • Prerequisites: Stealth 6 ranks
  • Benefit: You reduce the penalty on Stealth checks made to snipe by 5 points. Unlike other skill tricks, this ability is persistently active.
Opportunistic Concealment [Movement]

You can use the flow of combat to retreat back into hiding.

  • Prerequisites: Stealth 10 ranks
  • Benefit: When an ally hits an opponent in combat, you may spend an immediate action to make a Stealth check with a –10 penalty even if you are being observed. To use this ability you must already be in a position to be able to stealth (such as a square providing cover or concealment).
Survival
Quick Tracker [Movement]

You are skilled at tracking faster.

  • Prerequisite: Survival 2 ranks.
  • Benefit: You reduce the penalty to track while moving up to twice your normal speed per round by 5 points. Unlike other skill tricks, this ability is persistently active.
Ear to the Ground [Mental]

You know how to listen to the earth.

  • Prerequisite: Perception 2 ranks, Survival 4 ranks
  • Benefit: As a 1 round action, you can bend down and put your ear to the ground to feel for vibration. Make a Survival check. You can hear the passage of herds, titans, caravans, rivers, or other large, loud objects much further away with a range based on your check result. The range is 1 mile every 5 points of your check result. Unlike other skill tricks, you may use this ability at-will.
Hunter’s Hand [Mental]

You can adjust well to a bad environment.

  • Prerequisite: Survival 6 ranks.
  • Benefit: You can reduce the penalties imposed by an environmental condition (such as fog or rain) with a Survival check DC 15. On a success, you reduce all numeric penalties imposed on your checks by that environmental effect by 2 for 1 round. For every 5 points of your check result, the reduction lasts for 1 additional round. This includes things like heavy wind when firing a bow, swinging a sword underwater, or attacking while entangled.
Current Sculpting [Mental]

You can use the environment to change the shape of your spells and effects.

  • Prerequisite: Survival 8 ranks, Spellcraft 4 ranks
  • Benefit: As a free action when you cast a spell with an area and an instantaneous duration you can read the air currents and the terrain to modify your spell in such a way that you exclude one square from the edge of the effect’s area. Make a Survival check at DC 15+1 per 10 feet you are away from the center of your spell’s effect. If you succeed, you can remove one 5-foot cube from the edge of the spell’s area.
Swim
Quick Swimmer [Movement]

You are skilled at swim faster.

  • Prerequisite: Swim 2 ranks.
  • Benefit: You reduce the penalty to swim faster by 5 points. Unlike other skill tricks, this ability is persistently active.

Deep Diver [Mental]

  • Prerequisites: Swim 4 Ranks
  • Benefit: You can now hold your breath for a number of rounds equal to two times your Constitution score. Unlike other skill tricks, this ability is persistently active.
Use Magic Device
Disable Arcana [Manipulation]

By exploiting a weak point you shut down a magical item.

  • Prerequisites: Disable Device 4 ranks, Use Magic Device 8 ranks
  • Benefit: As a standard action, you can touch a magic item to cause it to stop providing magical benefits temporarily. You must succeed on a touch attack against the object if attended. If you do, you make a dispel check (1d20 plus your ranks in Use Magic Device) against a DC 11+the item’s caster level. On a success, the object will cease to provide magical benefits for 1 round per 3 ranks you have in Use Magic Device.
Feat Requirement Only
Cheap Shot [Manipulation]

One strike between the legs or between the eyes and your target is not going to have a good day.

  • Prerequisites: Improved Unarmed Strike, Dexterity 13
  • Benefit: You can make an unarmed attack as an attack action with a -2 penalty, on a successful hit it deals an extra 2d6 points of nonlethal damage. Creatures immune or resistant to critical hits or precision damage are similarly immune or resistant to this additional damage.

Suplex [Manipulation]

  • Prerequisites: Improved Grapple, Strength 13
  • Benefit: When you maintain a grapple check you can render the opponent prone instead of taking one of the other options. Creatures immune to trip cannot be rendered prone by this ability.

Sprint [Movement]

  • Prerequisites: Constitution 13, Run
  • Benefit: As a free action you increase your movement speeds by 10 feet until the beginning of your next turn. You cannot use this skill trick when fatigued or unable to run.

Enduring Vitality [Manipulation]

  • Prerequisites: Constitution 13, Endurance
  • Benefit: If you fail a save against an effect that renders you fatigued or exhausted, you can attempt to fight through it on your next round. As a move action you can make a Fortitude save against the original effect’s DC, with a successful roll acting as if you’d succeeded on the original roll. You can only use this ability once per effect.

Skill Tricks

Skies of Glass Planeswalker Planeswalker