Talk:D20r:Rogue

From Fax Encyclopedicus

Jump to: navigation, search
Line 1: Line 1:
==Exploits==
==Exploits==
===1st Level Exploits===
===1st Level Exploits===
-
====Athleticism====
+
 
 +
'''Athleticism====
''Prerequisites:'' Apprentice in Athletics
''Prerequisites:'' Apprentice in Athletics
 +
''Benefit:'' Upon activating this power, the rogue gains a +10' insight bonus to her land speed as well as a 10' climb speed for a number of rounds equal to her Dexterity modifier.
''Benefit:'' Upon activating this power, the rogue gains a +10' insight bonus to her land speed as well as a 10' climb speed for a number of rounds equal to her Dexterity modifier.
====Extreme Leap====
====Extreme Leap====
''Prerequisites:'' Apprentice in Acrobatics
''Prerequisites:'' Apprentice in Acrobatics
 +
''Benefit:'' A rogue can activate this power as a free action while making a Jump check. The rogue determines jumping distance as normal according to their check, and then doubles the distance.
''Benefit:'' A rogue can activate this power as a free action while making a Jump check. The rogue determines jumping distance as normal according to their check, and then doubles the distance.
====Focused Strike====
====Focused Strike====
''Prerequisites:'' Apprentice in Concentration
''Prerequisites:'' Apprentice in Concentration
 +
''Benefit:'' A rogue can use this power as an immediate action to add his Intelligence modifier to his damage for one attack.
''Benefit:'' A rogue can use this power as an immediate action to add his Intelligence modifier to his damage for one attack.
====Hidden Blade====
====Hidden Blade====
''Prerequisites:'' Apprentice in Bluff, Disguise, and Sleight of Hand
''Prerequisites:'' Apprentice in Bluff, Disguise, and Sleight of Hand
 +
''Benefit:'' A rogue with a weapon successfully hidden on her person in an accessible place can activate this ability as an immediate action. The rogue can then immediately make an attack at her full attack bonus minus two with the hidden weapon. The weapon is no longer hidden (as it is now in the rogue's hand) and may require the rogue to free a hand to make the attack. A foe struck in this fashion is flat-footed against this attack.
''Benefit:'' A rogue with a weapon successfully hidden on her person in an accessible place can activate this ability as an immediate action. The rogue can then immediately make an attack at her full attack bonus minus two with the hidden weapon. The weapon is no longer hidden (as it is now in the rogue's hand) and may require the rogue to free a hand to make the attack. A foe struck in this fashion is flat-footed against this attack.
====Lucky Dodge====
====Lucky Dodge====
''Prerequisites:'' Apprentice in Acrobatics
''Prerequisites:'' Apprentice in Acrobatics
 +
''Benefit:'' A rogue can use this power as an immediate action to reroll a Reflex save that qualifies for the Evasion class feature. This reroll must be taken before the effects are determined, but can be selected after the result is seen.
''Benefit:'' A rogue can use this power as an immediate action to reroll a Reflex save that qualifies for the Evasion class feature. This reroll must be taken before the effects are determined, but can be selected after the result is seen.
====Now I'm Angry====
====Now I'm Angry====
''Prerequisites:'' Apprentice in Intimidate
''Prerequisites:'' Apprentice in Intimidate
 +
''Benefit:'' A rogue may activate this ability as an immediate action after striking an opponent but before damage is rolled. The rogue adds extra damage equal to half the difference between her current hit point total and her maximum hit point total.
''Benefit:'' A rogue may activate this ability as an immediate action after striking an opponent but before damage is rolled. The rogue adds extra damage equal to half the difference between her current hit point total and her maximum hit point total.
====Palm the Blade====
====Palm the Blade====
''Prerequisites:'' Apprentice in Bluff and Sleight of Hand
''Prerequisites:'' Apprentice in Bluff and Sleight of Hand
 +
''Benefit:'' A rogue can use this power to make a feint as a move action.
''Benefit:'' A rogue can use this power to make a feint as a move action.
====Snatch====
====Snatch====
''Prerequisites:'' Apprentice in Bluff and Sleight of Hand
''Prerequisites:'' Apprentice in Bluff and Sleight of Hand
 +
''Benefit:'' A rogue can activate this ability as an immediate action while making a sneak attack. By sacrificing all sneak attack damage, the rogue can take a Small or smaller object on her foe's person. Attended objects (such as a dagger in foe's hand) can be taken, but these require a successful Disarm check.
''Benefit:'' A rogue can activate this ability as an immediate action while making a sneak attack. By sacrificing all sneak attack damage, the rogue can take a Small or smaller object on her foe's person. Attended objects (such as a dagger in foe's hand) can be taken, but these require a successful Disarm check.
Line 38: Line 47:
====Trick of the Light====
====Trick of the Light====
''Prerequisites:'' Apprentice in Awareness
''Prerequisites:'' Apprentice in Awareness
 +
''Benefit:'' A rogue can use this power as an immediate action to gain low-light vision for one minute.
''Benefit:'' A rogue can use this power as an immediate action to gain low-light vision for one minute.
Line 45: Line 55:
====Prestidigitator====
====Prestidigitator====
''Prerequisites:'' Apprentice in Knowledge (Arcana), Spellcraft, and Use Magic Device
''Prerequisites:'' Apprentice in Knowledge (Arcana), Spellcraft, and Use Magic Device
 +
''Benefit:'' This power functions as the ''prestidigitation'' spell. Use the rogue's level in place of caster level for this effect. This power is a spell-like ability.
''Benefit:'' This power functions as the ''prestidigitation'' spell. Use the rogue's level in place of caster level for this effect. This power is a spell-like ability.
====Preternatural Awareness====
====Preternatural Awareness====
''Prerequisites:'' Journeyman in Awareness
''Prerequisites:'' Journeyman in Awareness
 +
''Benefit:'' A rogue can use this power as an immediate action to add his Intelligence modifier to an initiative check. A rogue can use this power even when flat-footed.
''Benefit:'' A rogue can use this power as an immediate action to add his Intelligence modifier to an initiative check. A rogue can use this power even when flat-footed.
====Shake It Off====
====Shake It Off====
''Prerequisites:'' Apprentice in Concentration
''Prerequisites:'' Apprentice in Concentration
 +
''Benefit:'' A rogue can activate this power as a standard action to remove an ongoing fear effect from herself. She can activate this power even if she is normally unable to take a standard action because of her fear effect.
''Benefit:'' A rogue can activate this power as a standard action to remove an ongoing fear effect from herself. She can activate this power even if she is normally unable to take a standard action because of her fear effect.
====Jack of All Trades====
====Jack of All Trades====
''Prerequisites:'' Apprentice in at least two Professions
''Prerequisites:'' Apprentice in at least two Professions
 +
''Benefit:'' A rogue with this power is always treated as an apprentice in a number of Profession skills equal to her Intelligence modifier. Unlike most exploits, this power is not activated and is instead always considered active.
''Benefit:'' A rogue with this power is always treated as an apprentice in a number of Profession skills equal to her Intelligence modifier. Unlike most exploits, this power is not activated and is instead always considered active.
 +
''Special:'' Your maximum number of Least exploits usable per day decreases by one.
''Special:'' Your maximum number of Least exploits usable per day decreases by one.
====Name-Dropping====
====Name-Dropping====
''Prerequisites:'' Apprentice in Diplomacy and Knowledge (Locale)
''Prerequisites:'' Apprentice in Diplomacy and Knowledge (Locale)
 +
''Benefit:'' A rogue can activate this power as an immediate action to add her Intelligence modifier to a Bluff, Diplomacy, or Intimidate check made in a social, non-combat encounter.
''Benefit:'' A rogue can activate this power as an immediate action to add her Intelligence modifier to a Bluff, Diplomacy, or Intimidate check made in a social, non-combat encounter.
====Strong Conviction====
====Strong Conviction====
''Prerequisites:'' Apprentice in Bluff, Diplomacy, and Intimidate
''Prerequisites:'' Apprentice in Bluff, Diplomacy, and Intimidate
 +
''Benefit:'' A rogue can use this power to reroll a Bluff, Diplomacy, or Intimidate check as an immediate action. This reroll must be taken before the effects are determined, but can be selected after the result is seen.
''Benefit:'' A rogue can use this power to reroll a Bluff, Diplomacy, or Intimidate check as an immediate action. This reroll must be taken before the effects are determined, but can be selected after the result is seen.
Line 72: Line 89:
====Agility====
====Agility====
''Prerequisites:'' Journeyman in Athletics
''Prerequisites:'' Journeyman in Athletics
 +
''Benefit:'' Upon activating this power, the rogue gains a +15' insight bonus to her land speed as well as a 15' climb speed for a number of rounds equal to her Dexterity modifier. She also adds her Intelligence modifier to Athletics checks during this time.
''Benefit:'' Upon activating this power, the rogue gains a +15' insight bonus to her land speed as well as a 15' climb speed for a number of rounds equal to her Dexterity modifier. She also adds her Intelligence modifier to Athletics checks during this time.
====Filch====
====Filch====
''Prerequisites:'' Journeyman in Sleight of Hand and Bluff
''Prerequisites:'' Journeyman in Sleight of Hand and Bluff
 +
''Benefit:'' This power functions as Snatch, but the rogue only forgoes one-half her sneak attack damage.
''Benefit:'' This power functions as Snatch, but the rogue only forgoes one-half her sneak attack damage.
====Flick of the Wrist====
====Flick of the Wrist====
''Prerequisites:'' Journeyman in Sleight of Hand and Bluff
''Prerequisites:'' Journeyman in Sleight of Hand and Bluff
 +
''Benefit:'' A rogue can use this power to make a feint as a swift action.
''Benefit:'' A rogue can use this power to make a feint as a swift action.
====Now I'm Very Angry====
====Now I'm Very Angry====
''Prerequisites:'' Journeyman in Intimidate, Rage ability
''Prerequisites:'' Journeyman in Intimidate, Rage ability
 +
''Benefit:'' This power functions as the Now I'm Angry power, except the extra damage is equal to the difference between her current hit points and her maximum hit points.
''Benefit:'' This power functions as the Now I'm Angry power, except the extra damage is equal to the difference between her current hit points and her maximum hit points.
====Piercing Strike====
====Piercing Strike====
''Prerequisites:'' Apprentice in Knowledge (Arcana, Religion, and Dungeoneering)
''Prerequisites:'' Apprentice in Knowledge (Arcana, Religion, and Dungeoneering)
 +
''Benefit:'' A rogue can activate this power as an immediate action to overcome her opponent's resistance to sneak attacks. Any foe normally immune (or partially immune) to the rogue's  
''Benefit:'' A rogue can activate this power as an immediate action to overcome her opponent's resistance to sneak attacks. Any foe normally immune (or partially immune) to the rogue's  
sneak attack that she strikes before the end of her turn with an attack that would otherwise qualify for a sneak attack takes extra damage equal to one-half the rogue's normal sneak attack damage.
sneak attack that she strikes before the end of her turn with an attack that would otherwise qualify for a sneak attack takes extra damage equal to one-half the rogue's normal sneak attack damage.
Line 93: Line 115:
====Return Fire====
====Return Fire====
''Prerequisites:'' Journeyman in Awareness and Sleight of Hand, Deflect Arrows
''Prerequisites:'' Journeyman in Awareness and Sleight of Hand, Deflect Arrows
 +
''Benefit:'' A rogue can activate this power as an immediate action directly after being attacked by a thrown or missile weapon. The rogue may catch the weapon if it misses her AC (or is deflected by her Deflect Arrows feat) and may throw it back as part of this power if she desires.
''Benefit:'' A rogue can activate this power as an immediate action directly after being attacked by a thrown or missile weapon. The rogue may catch the weapon if it misses her AC (or is deflected by her Deflect Arrows feat) and may throw it back as part of this power if she desires.
Line 101: Line 124:
====Breadth of Knowledge====
====Breadth of Knowledge====
''Prerequisites:'' Journeyman in any three Knowledge skills
''Prerequisites:'' Journeyman in any three Knowledge skills
 +
''Benefit:'' The rogue may use this ability as a savant uses Lore with the same effect, substituting her rogue levels for savant levels when making the necessary check.
''Benefit:'' The rogue may use this ability as a savant uses Lore with the same effect, substituting her rogue levels for savant levels when making the necessary check.
====Knock====
====Knock====
''Prerequisites:'' Journeyman in Disable Device
''Prerequisites:'' Journeyman in Disable Device
 +
''Benefit:'' A rogue can use this power to imitate the ''knock'' spell with a caster level equal to his rogue level. This power is a supernatural ability.
''Benefit:'' A rogue can use this power to imitate the ''knock'' spell with a caster level equal to his rogue level. This power is a supernatural ability.
====Moment of Clarity====
====Moment of Clarity====
''Prerequisites:'' Journeyman in at least three skills
''Prerequisites:'' Journeyman in at least three skills
 +
''Benefit:'' A rogue can use this power to 'Take 15' on a skill check for a skill in which she at least an apprentice, regardless of conditions. Using this power is a standard action, unless the skill use normally takes longer, in which case it uses the longer duration.
''Benefit:'' A rogue can use this power to 'Take 15' on a skill check for a skill in which she at least an apprentice, regardless of conditions. Using this power is a standard action, unless the skill use normally takes longer, in which case it uses the longer duration.
====Out of Sight, Out of Mind====
====Out of Sight, Out of Mind====
''Prerequisites:'' Journeyman of Stealth
''Prerequisites:'' Journeyman of Stealth
 +
''Benefit:'' A rogue can use this power as a swift action to become invisible, as the ''invisibility'' spell, for one round. This power is a supernatural ability.
''Benefit:'' A rogue can use this power as a swift action to become invisible, as the ''invisibility'' spell, for one round. This power is a supernatural ability.
====Rapid Search====
====Rapid Search====
''Prerequisites:'' Journeyman in Disable Device
''Prerequisites:'' Journeyman in Disable Device
 +
''Benefit:'' A rogue can use this power to imitate the ''find traps'' spell with a caster level equal to his rogue level. This power is a supernatural ability.
''Benefit:'' A rogue can use this power to imitate the ''find traps'' spell with a caster level equal to his rogue level. This power is a supernatural ability.
====Ray Deflection====
====Ray Deflection====
''Prerequisites:'' Improved Evasion, Journeyman in Acrobatics, Journeyman in Use Magic Device
''Prerequisites:'' Improved Evasion, Journeyman in Acrobatics, Journeyman in Use Magic Device
 +
''Benefit:''  A rogue attacked by a ray (whether it be from a spell, spell-like ability, or supernatural ability) can activate this ability as an immediate action prior to being struck. The rogue gains a +4 deflection bonus to AC against he ray attack; if the ray misses, the rogue can direct the ray to a new target. The ray acts as if it had originated from the original caster; only the source and target change. The rogue make an attack roll at her normal ranged attack bonus, minus two, for the ray. If this strikes the intended target, they are affected by the ray as normal.
''Benefit:''  A rogue attacked by a ray (whether it be from a spell, spell-like ability, or supernatural ability) can activate this ability as an immediate action prior to being struck. The rogue gains a +4 deflection bonus to AC against he ray attack; if the ray misses, the rogue can direct the ray to a new target. The ray acts as if it had originated from the original caster; only the source and target change. The rogue make an attack roll at her normal ranged attack bonus, minus two, for the ray. If this strikes the intended target, they are affected by the ray as normal.
Line 128: Line 157:
====Tinker's Knack====
====Tinker's Knack====
''Prerequisites:'' Apprentice in any three Craft skills
''Prerequisites:'' Apprentice in any three Craft skills
 +
''Benefit:'' A rogue can activate this power as a standard action to cast ''mending'' as a spell-like ability.
''Benefit:'' A rogue can activate this power as a standard action to cast ''mending'' as a spell-like ability.
Line 133: Line 163:
====Bloodhound====
====Bloodhound====
''Prerequisites:'' Journeyman in Gather Informatio, Apprentice in Survival, Track
''Prerequisites:'' Journeyman in Gather Informatio, Apprentice in Survival, Track
 +
''Benefit:'' A rogue can activate this ability as an immediate action to reroll a failed Survival check made to find or follow a trail.
''Benefit:'' A rogue can activate this ability as an immediate action to reroll a failed Survival check made to find or follow a trail.
====Quell the Beast====
====Quell the Beast====
''Prerequisites:'' Apprentice in Handle Animal and Perform (Sing)
''Prerequisites:'' Apprentice in Handle Animal and Perform (Sing)
 +
''Benefit:'' A rogue can use this power to improve relations (as the Diplomacy skill) with an animal or a magical beast, substituting their Handle Animal ranks for their Diplomacy ranks should they have more ranks in Handle Animal. This power can also be used on a creature of the Magical Beast type with an Intelligence score of 3 or less, but the rogue takes a -4 penalty on the check.
''Benefit:'' A rogue can use this power to improve relations (as the Diplomacy skill) with an animal or a magical beast, substituting their Handle Animal ranks for their Diplomacy ranks should they have more ranks in Handle Animal. This power can also be used on a creature of the Magical Beast type with an Intelligence score of 3 or less, but the rogue takes a -4 penalty on the check.
Line 143: Line 175:
====Arcane Erosion====
====Arcane Erosion====
''Prerequisites:'' Journeyman of Knowledge (Arcana), Master of Use Magic Device
''Prerequisites:'' Journeyman of Knowledge (Arcana), Master of Use Magic Device
 +
''Benefit:'' A rogue can use this power as an immediate action when sneak attacking a foe. If the chosen foe has any active spells upon them (not magical items, merely magical effects), they take damage equal to the total caster level of all active spells upon them. For instance, an opponent under the effects of a ''bull's strength'' spell cast by an eighth-level caster would take eight extra points of damage. Similarly, an opponent under the effects of a ''shield'' spell and a ''mage armor'' spell, both cast by a fifteenth-level spellcaster would take 15 points of damage from each spell, for a total of 30 extra points of damage.
''Benefit:'' A rogue can use this power as an immediate action when sneak attacking a foe. If the chosen foe has any active spells upon them (not magical items, merely magical effects), they take damage equal to the total caster level of all active spells upon them. For instance, an opponent under the effects of a ''bull's strength'' spell cast by an eighth-level caster would take eight extra points of damage. Similarly, an opponent under the effects of a ''shield'' spell and a ''mage armor'' spell, both cast by a fifteenth-level spellcaster would take 15 points of damage from each spell, for a total of 30 extra points of damage.
====Burst of Speed====
====Burst of Speed====
''Prerequisites:'' Master of Acrobatics
''Prerequisites:'' Master of Acrobatics
 +
''Benefit:'' Upon activating this power, the rogue gains a +20' insight bonus to her land speed as well as a 20' climb speed for a number of rounds equal to her Dexterity modifier. During this time, she also adds her Intelligence modifier to Acrobatics checks and receives one additional attack per round (as if under the effects of ''haste'').
''Benefit:'' Upon activating this power, the rogue gains a +20' insight bonus to her land speed as well as a 20' climb speed for a number of rounds equal to her Dexterity modifier. During this time, she also adds her Intelligence modifier to Acrobatics checks and receives one additional attack per round (as if under the effects of ''haste'').
====Deconstruction:====
====Deconstruction:====
''Prerequisites:'' Apprentice of Knowledge (Arcana), Master of Disable Device
''Prerequisites:'' Apprentice of Knowledge (Arcana), Master of Disable Device
 +
''Benefit:'' A rogue may use this power as a full-round action to hamper or disable a foe of the Construct type. As part of this power, the rogue makes a Disable Device check versus an adjacent Construct. The result of this check determines the effects of this power. Since this power is nonmagical in nature, all of its effects supersede a Construct's normal immunities gained by its type and remain until the Construct either receives a Craft check made to repair it (at a DC equal to the rogue's initial check) or receives magical healing enough to be brought back to full or above hit points. Effects are cumulative.
''Benefit:'' A rogue may use this power as a full-round action to hamper or disable a foe of the Construct type. As part of this power, the rogue makes a Disable Device check versus an adjacent Construct. The result of this check determines the effects of this power. Since this power is nonmagical in nature, all of its effects supersede a Construct's normal immunities gained by its type and remain until the Construct either receives a Craft check made to repair it (at a DC equal to the rogue's initial check) or receives magical healing enough to be brought back to full or above hit points. Effects are cumulative.
Line 162: Line 197:
====Double-Edged Sword====
====Double-Edged Sword====
''Prerequisites:'' Master of Sleight of Hand, Journeyman of Bluff
''Prerequisites:'' Master of Sleight of Hand, Journeyman of Bluff
 +
''Benefit:'' A rogue can use this power as an immediate action to cause a foe who has just missed them with a melee attack to make a second attack roll against themselves. Should this second attack roll hit the foe's armor class, the foe deals damage to themselves equal to what would have been done to the rogue.
''Benefit:'' A rogue can use this power as an immediate action to cause a foe who has just missed them with a melee attack to make a second attack roll against themselves. Should this second attack roll hit the foe's armor class, the foe deals damage to themselves equal to what would have been done to the rogue.
====Fight for Life====
====Fight for Life====
''Prerequisites:'' Master of Concentration, Journeyman of Heal and Acrobatics
''Prerequisites:'' Master of Concentration, Journeyman of Heal and Acrobatics
 +
''Benefit:'' A rogue may activate this power as an immediate action after receiving damage that would reduce them to 0 or less hit points. Instead of taking the full amount of damage, the rogue only takes enough damage to drop them to 1 hit point. Any other attacks in this round deal damage as normal.
''Benefit:'' A rogue may activate this power as an immediate action after receiving damage that would reduce them to 0 or less hit points. Instead of taking the full amount of damage, the rogue only takes enough damage to drop them to 1 hit point. Any other attacks in this round deal damage as normal.
====Now I'm Really Angry====
====Now I'm Really Angry====
''Prerequisites:'' Master of Intimidate, Rage ability
''Prerequisites:'' Master of Intimidate, Rage ability
 +
''Benefit:'' This power functions as Now I'm Angry, except the extra damage is one and a half times the difference between her current hit points and her maximum hit points.
''Benefit:'' This power functions as Now I'm Angry, except the extra damage is one and a half times the difference between her current hit points and her maximum hit points.
====Penetrating Strike====
====Penetrating Strike====
''Prerequisites:'' Journeyman of  Knowledge (Arcana, Religion, and Dungeoneering)
''Prerequisites:'' Journeyman of  Knowledge (Arcana, Religion, and Dungeoneering)
 +
''Benefit:'' A rogue can activate this power as an immediate action to overcome her opponent's resistance to Sneak Attacks. Any foe normally immune to the rogue's sneak attack that the rogue strikes before the end of her turn with an attack that would otherwise qualify for a sneak attack takes extra damage equal to the rogue's normal sneak attack damage.
''Benefit:'' A rogue can activate this power as an immediate action to overcome her opponent's resistance to Sneak Attacks. Any foe normally immune to the rogue's sneak attack that the rogue strikes before the end of her turn with an attack that would otherwise qualify for a sneak attack takes extra damage equal to the rogue's normal sneak attack damage.
====Smash and Grab====
====Smash and Grab====
''Prerequisites:'' Master of Sleight of Hand and Bluff
''Prerequisites:'' Master of Sleight of Hand and Bluff
 +
''Benefit:'' This power functions as Snatch, but the rogue does not sacrifice any damage.
''Benefit:'' This power functions as Snatch, but the rogue does not sacrifice any damage.
====Terminate====
====Terminate====
''Prerequisites:'' Master of Sleight of Hand, Apprentice of Heal
''Prerequisites:'' Master of Sleight of Hand, Apprentice of Heal
 +
''Benefit:'' A rogue can use this power as an immediate action during a sneak attack to forgo all her sneak attack damage to force her target to make a Fortitude save or die. The DC is equal to 10 + the number of sneak attack dice sacrificed + her Dexterity modifier.
''Benefit:'' A rogue can use this power as an immediate action during a sneak attack to forgo all her sneak attack damage to force her target to make a Fortitude save or die. The DC is equal to 10 + the number of sneak attack dice sacrificed + her Dexterity modifier.
====Twist of the Knife====
====Twist of the Knife====
''Prerequisites:'' Master of Sleight of Hand
''Prerequisites:'' Master of Sleight of Hand
 +
''Benefit:'' A rogue can activate this power as an immediate action after striking a foe with a successful sneak attack to trade half her normal sneak attack dice for 1d4 Charisma or Dexterity damage. The rogue chooses which kind of damage this power deals each time she activates it, and must choose to use this power after striking a foe but before damage is dealt.
''Benefit:'' A rogue can activate this power as an immediate action after striking a foe with a successful sneak attack to trade half her normal sneak attack dice for 1d4 Charisma or Dexterity damage. The rogue chooses which kind of damage this power deals each time she activates it, and must choose to use this power after striking a foe but before damage is dealt.
Line 191: Line 233:
====Incredible Hearing====
====Incredible Hearing====
''Prerequisites:'' Master of Awareness
''Prerequisites:'' Master of Awareness
 +
''Benefit:'' A rogue can use this power as an immediate action to gain blindsense 30' for one minute.
''Benefit:'' A rogue can use this power as an immediate action to gain blindsense 30' for one minute.
Line 198: Line 241:
====Perfection of Trade====
====Perfection of Trade====
''Prerequisites:'' Master in any 6 skills
''Prerequisites:'' Master in any 6 skills
 +
''Benefit:'' A rogue can use this power to 'Take 20' on a skill check for a skill in which she is at least an apprentice, regardless of conditions. Using this power is a standard action, unless using the skill would take more time, in which case it uses the longer duration.
''Benefit:'' A rogue can use this power to 'Take 20' on a skill check for a skill in which she is at least an apprentice, regardless of conditions. Using this power is a standard action, unless using the skill would take more time, in which case it uses the longer duration.
Line 205: Line 249:
====Taste of Magic====
====Taste of Magic====
''Prerequisites:'' Apprentice of Sense Motive, Master of Use Magic Device
''Prerequisites:'' Apprentice of Sense Motive, Master of Use Magic Device
 +
''Benefit:'' A rogue can use this power to determine the magical properties of an item. By spending ten minutes focusing upon a magical item and succeeding on a Use Magic Device check (DC 10 + the caster level of the item), she can identify one property of that item (enhancement bonus, special ability, command word, etc.). For each three points by which she beats the DC, she can identify one additional property of the item. This power does not reveal the properties of artifacts, though it does indicate that such items are powerful.
''Benefit:'' A rogue can use this power to determine the magical properties of an item. By spending ten minutes focusing upon a magical item and succeeding on a Use Magic Device check (DC 10 + the caster level of the item), she can identify one property of that item (enhancement bonus, special ability, command word, etc.). For each three points by which she beats the DC, she can identify one additional property of the item. This power does not reveal the properties of artifacts, though it does indicate that such items are powerful.
Line 210: Line 255:
====Bargainer's Luck====
====Bargainer's Luck====
''Prerequisites:'' Master of Appraise and Diplomacy
''Prerequisites:'' Master of Appraise and Diplomacy
 +
''Benefit:'' A rogue can use this power as a standard action while haggling over a price with a merchant or while appraising an item's value. The rogue gains a +10 bonus on any rolls made in the next minute concerning the item's monetary value, sell prices for the item, or to alter the attitude of the merchant.
''Benefit:'' A rogue can use this power as a standard action while haggling over a price with a merchant or while appraising an item's value. The rogue gains a +10 bonus on any rolls made in the next minute concerning the item's monetary value, sell prices for the item, or to alter the attitude of the merchant.
====Polyglot====
====Polyglot====
''Prerequisites:'' Knowledge of at least six languages
''Prerequisites:'' Knowledge of at least six languages
 +
''Benefit:'' A rogue can activate this power as a full-round action to identify a language written or spoken to her. If she continues to be exposed to the language over the period of a day in a non-combat situation, she can immediately add the language to her languages known.
''Benefit:'' A rogue can activate this power as a full-round action to identify a language written or spoken to her. If she continues to be exposed to the language over the period of a day in a non-combat situation, she can immediately add the language to her languages known.
====Takes One To Know One====
====Takes One To Know One====
''Prerequisites:'' Master of Bluff and Diplomacy, Journeyman of Sense Motive
''Prerequisites:'' Master of Bluff and Diplomacy, Journeyman of Sense Motive
 +
''Benefit:'' A rogue can use this power as an immediate action to substitute a Bluff check for a Diplomacy, Sense Motive, or Intimidate check. She gains a +4 bonus on the roll, and gains an additional +4 bonus on the roll if she is of the same race as the target of the check.
''Benefit:'' A rogue can use this power as an immediate action to substitute a Bluff check for a Diplomacy, Sense Motive, or Intimidate check. She gains a +4 bonus on the roll, and gains an additional +4 bonus on the roll if she is of the same race as the target of the check.

Revision as of 18:02, 17 January 2011

Google AdSense