User talk:Ghostwheel/Sandbox2

Rogue Powers
Assuming 3 known at 1st level +1 per additional level. 2 uses/encounter of all, +1 per tier (3 at B, 4 at C). Recover with an action to attack with sneak attack.

Tier A Powers
Between the Eyes

1 round, if injured auto-miss, gain CA vs. one enemy, Grace +2 vs. AC, on hit 2[W+Grace] damage and daze for 1 round, on miss [W]+Grace damage

Force the Mechanism

Full-round action, must have failed to disarm a device or open a lock, Thievery +2 vs. DC, on success disarm or open, on failure lock or trap jams and can't be turned off.

Kick Down the Door

Move action, Level+Grace vs. pick DC of door, on success, door is open, on failure, nothing.

Low Blow

Standard action, must have CA, Grace vs. AC, on hit [W]+Grace and enemy bleeds for 1 damage per SA die you have each round (recovery ends), on miss Grace damage.

Nobody Saw That

Immediate interrupt, can only use when someone noticed you doing something you don't want them to see, Stealth vs. Will +1 per observer, success they don't notice and you're hidden, failure they still notice.

Parting Gift

Full-round action, must be adjacent to enemy, move your speed +2 sq from one enemy to another, Grace vs. AC on both, on hit [W]+Grace, on miss nothing, no OAs for this move.

Sand in the Eyes

Move action, must be prone with an adjacent enemy, Grace vs. Reflex, on hit 1 damage per SA die you have and stand up and blind for 1 round, on miss stand up.

Stabbing the Face

Standard action, Grace vs. Will, on hit 1[W]+Grace+sneak and opponent grants CA until end next turn, on miss daze enemy 1 round

Sudden Leap

Immediate interrupt to enemy attack within X squares, Athletics to jump, does not count against movement, if failed, no movement.

Sudden Toss

Immediate interrupt to enemy moving within X squares, Grace vs. Reflex, on hit 1 damage per SA die you have and slow for 1 round, on miss nothing.

Tailing

Immediate interrupt to enemy moving out of melee, Grace vs. Reflex, on hit 1[W] damage and follow their movement up to a maximum of your movement, on miss 1[W] damage

Two-Weapon Charge

Full-round action, must be TWFing, move 2xspeed to enemy, Grace vs. Reflex, two attacks, on hit 1[W]+Grace+2, if both hit, enemy is prone, on miss nothing, if both miss, you are prone.

Tier B Powers
Death From Above

Full-round action, make long or high jump, if success gain CA vs. one enemy, Grace +2 vs. AC, on hit 2[W+Grace] and stun 1 round, on miss W+Grace and daze for 1 round.

Distract for Friend

Standard action, must be in melee with at least one ally also in melee with same target, Grace vs. Will, on hit all allies on same target can make an attack and get your sneak attack as damage bonus, on miss allies gets nothing.

Hamstring

Standard action, must have CA, Grace vs. AC, on hit 2[W+Grace] and opponent is slowed (save ends), on miss opponent is slowed for 1 round.

Pressure Point Shot

Full-round action, must be ranged, Grace vs. Fort, on hit stun (recovery ends), on miss stun 1 round.

Retrieve Mechanism

Full-round action, must have succeeded on opening a lock or disabling a device, Thievery vs. DC, if success, you get the lock or device, in working order, in your inventory.

See It, Take It

Standard action, attempt to pick pocket, no in-combat penalty, can take an object creature is holding, success and failure as normal for Thievery, if taking a held object target always notices.

Two-Weapon Fury

Minor action, must be TWFing, for rest of round while TWFing, whenever you make 1 attack, make 2, but all attacks get -2 on attack rolls, at end, you are slowed (recovery ends).

Walk Unseen

Minor action, become hidden until end of your next turn, can make 1 action that breaks being hidden without breaking being hidden.

Tier C Powers
Behind the Back

Minor action, must have successfully damaged an enemy, make a Stealth check to hide.

Bonebreaker

Standard action, must be melee, Grace vs. Fort, on hit 3[W+Grace] and opponent is slowed and dazed (recovery ends, but not until end of combat), on miss provoke OA

Follow-Up Kick

Minor action, must hit the same enemy with 2 or more attacks this turn, melee, Grace vs. AC, on hit 3 x Grace damage and shift without OAs to any square up to 1 square away from target, on miss Grace +2 damage and no shift.

Hide In Plain Sight

Move action, must have lost hidden status, Stealth vs. DC as per hiding, if success, stay hidden.

Kidney Punch

Move action, must be melee, Grace vs. Fort, on hit enemy is prone and dazed (recovery ends, separate rolls for each), on miss nothing

Lock Device

Move action, must be adjacent to a device (armour and weapons count!), Thievery vs. DC (or Ref for stuff on creatures), on success, the device no longer works (recovery ends for creatures) (locks don't open, traps don't fire, weapons are unusable, armour provides half its benefits), cannot retry on the same device more than once per hour.

Sleeper Shot

Full-round action, must be ranged, Grace vs. Fort, on hit enemy is stunned and prone (separate recovery ends each), on miss enemy is dazed for 1 round.

Two-Weapon Spin

Standard action, all enemies in melee range, Grace vs. Ref, on hit 3[W] + Grace damage, on miss 2 x Grace damage.