Difference between revisions of "Picaroon (3.5e Class)/Picaroon Tricks"

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'''{{Anchor|Daredevil}} {{Ex}}:''' ''Minimum class level 4th.''  You may roll twice and take the better result on any movement based skill check (Balance, Climb, Jump, Swim, or Tumble).
 
'''{{Anchor|Daredevil}} {{Ex}}:''' ''Minimum class level 4th.''  You may roll twice and take the better result on any movement based skill check (Balance, Climb, Jump, Swim, or Tumble).
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'''{{Anchor|Detect Door}} {{Ex}}:''' You gain the ability to detect secret door as an elf. In addition if you observe a door for at least 1 round you can determine if it locked or not and if it can even be locked, if you observe for 1 minute you can automatically determine the complexity of the lock.
  
 
'''{{Anchor|Disarming Theft}} {{Ex}}:''' Whenever you make a successful disarm, you may immediately grab the disarmed item in a free hand (dropping your weapon if needed) and make an attack of opportunity with said stolen weapon against your target.
 
'''{{Anchor|Disarming Theft}} {{Ex}}:''' Whenever you make a successful disarm, you may immediately grab the disarmed item in a free hand (dropping your weapon if needed) and make an attack of opportunity with said stolen weapon against your target.
  
'''{{Anchor|Fake Death}} {{Ex}}:''' As a non-action you may fall prone and make a bluff check in response to any attack, and those which do not succeed against your bluff believe you to be dead.  Unusual or suspicious circumstances or plausable circumstances can grant a +4 bonus or -4 penalty on your check.  Opponents are flatfooted against your next subsequent action.  This only works once per creature, or until they have forgotten about you.  In addition you have a +10 bonus on Disguise checks to appear dead which is opposed by a Heal check.
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'''{{Anchor|Fake Death}} {{Ex}}:''' As a non-action you may fall prone and make a bluff check in response to any attack, and those which do not succeed against your bluff believe you to be dead.  Unusual or suspicious circumstances or plausible circumstances can grant a +4 bonus or -4 penalty on your check.  Opponents are flatfooted against your next subsequent action.  This only works once per creature, or until they have forgotten about you.  In addition you have a +10 bonus on Disguise checks to appear dead which is opposed by a Heal check.
  
 
'''{{Anchor|Faux Pas Recovery}} {{Ex}}:''' You can retry a failed social check as an immediate action with a -4 penalty.  On success, the creature brushes aside any insult or accidentally exposed secret as a misunderstanding.  In addition you can go from Hostile to Unfriendly with [[SRD:Diplomacy Skill|diplomacy]] easier, as the DC is 10 less.
 
'''{{Anchor|Faux Pas Recovery}} {{Ex}}:''' You can retry a failed social check as an immediate action with a -4 penalty.  On success, the creature brushes aside any insult or accidentally exposed secret as a misunderstanding.  In addition you can go from Hostile to Unfriendly with [[SRD:Diplomacy Skill|diplomacy]] easier, as the DC is 10 less.
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'''{{Anchor|Improved Ranged Sneak Attack}} {{Ex}}:''' The range which you can make sneak attacks increases by +30 ft or to your first range increment, whichever is more.
 
'''{{Anchor|Improved Ranged Sneak Attack}} {{Ex}}:''' The range which you can make sneak attacks increases by +30 ft or to your first range increment, whichever is more.
  
'''{{Anchor|Improvised Fighting}} {{Ex}}:''' The picaroon gains [[Tea House Fighter (3.5e Feat)|Tea House Fighter]] and [[Improvised Weapon Specialization (3.5e Feat)|Improvised Weapon Specialization]] as bonus feats.  You may pick up objects from the ground as part of a move action.
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'''{{Anchor|Improvised Fighting}} {{Ex}}:''' The picaroon gains [[Tea House Brawler (3.5e Feat)|Tea House Brawler]] and [[Improvised Weapon Specialization (3.5e Feat)|Improvised Weapon Specialization]] as bonus feats.  You may pick up objects from the ground as part of a move action.
  
 
'''{{Anchor|Item Juggler}} {{Ex}}:''' The picaroon gains [[SRD:Quick Draw|Quick Draw]] and [[Quick Sheathe (3.5e Feat)|Quick Sheathe]] as bonus feats.
 
'''{{Anchor|Item Juggler}} {{Ex}}:''' The picaroon gains [[SRD:Quick Draw|Quick Draw]] and [[Quick Sheathe (3.5e Feat)|Quick Sheathe]] as bonus feats.
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'''{{Anchor|Magic Item Power}} {{Ex}}:''' ''Minimum class level 4th.'' The picaroon can use the DC of the magic item or of DC 10 + 1/2 HD + their highest mental ability modifier.  They may also recharge charged items such as wands by having spells of equal or higher level cast into said item.  For example a wand of ''[[SRD:Scorching Ray|scorching ray]]'' can be recharged with any 2nd level or higher spells.  This does not apply to charged item with no spell equivallent such as a Belt of Healing<sup>MIC</sup>.
 
'''{{Anchor|Magic Item Power}} {{Ex}}:''' ''Minimum class level 4th.'' The picaroon can use the DC of the magic item or of DC 10 + 1/2 HD + their highest mental ability modifier.  They may also recharge charged items such as wands by having spells of equal or higher level cast into said item.  For example a wand of ''[[SRD:Scorching Ray|scorching ray]]'' can be recharged with any 2nd level or higher spells.  This does not apply to charged item with no spell equivallent such as a Belt of Healing<sup>MIC</sup>.
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'''{{Anchor|Mounted Scoundrel}} {{Ex}}:''' The picaroon gain [[SRD:Mounted Combat|Mounted Combat]] and [[SRD:Mounted Archery|Mounted Archery]] as bonus feats even if she does not meet the prerequisites. Once per encounter she may jump off her mount and make a single attack melee attack or ranged attack within 30 feet as a standard action, the target of the attack is flat-footed against this attack.
  
 
'''{{Anchor|Nondetection}} {{Ex}}:''' ''Minimum class level 6th.''  The picaroon is capable of instinctively evading magic.  They benefit from a constant extraordinary ''[[SRD:Nondetection|nondetection]]'' which they may toggle as a free action.
 
'''{{Anchor|Nondetection}} {{Ex}}:''' ''Minimum class level 6th.''  The picaroon is capable of instinctively evading magic.  They benefit from a constant extraordinary ''[[SRD:Nondetection|nondetection]]'' which they may toggle as a free action.
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'''{{Anchor|Rogue Talent}} {{Ex}}:''' The picaroon can choose a Rogue Talent off the Pathfinder Rogue list.  This ability may be taken multiple times.
 
'''{{Anchor|Rogue Talent}} {{Ex}}:''' The picaroon can choose a Rogue Talent off the Pathfinder Rogue list.  This ability may be taken multiple times.
  
'''{{Anchor|Rope Movement}} {{Ex}}:''' The picaroon can climb at their full movement speed instead of 1/4th speed, and can rapple on ropes easily.  As a move action they can swing up to half the length of their position on the rope to the ceiling in any direction.  They may secure and use a rope and grapple (as per [[SRD:Use Rope Skill|Use Rope) as part of one single move action.
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'''{{Anchor|Rope Movement}} {{Ex}}:''' The picaroon can climb at their full movement speed instead of 1/4th speed, and can rapple on ropes easily.  As a move action they can swing up to half the length of their position on the rope to the ceiling in any direction.  They may secure and use a rope and grapple (as per [[SRD:Use Rope Skill|Use Rope]]) as part of one single move action.
  
 
'''{{Anchor|Serpent's Tongue}} {{Ex}}:''' The picaroon may ignore any magical or alchemical effect which would prevent them from lying, such as from a ''[[SRD:Zone of Truth|zone of truth]]''.  They must still make Bluff checks as normal.
 
'''{{Anchor|Serpent's Tongue}} {{Ex}}:''' The picaroon may ignore any magical or alchemical effect which would prevent them from lying, such as from a ''[[SRD:Zone of Truth|zone of truth]]''.  They must still make Bluff checks as normal.
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'''{{Anchor|Skill Mastery}}:''' ''Minimum class level 4th.'' The picaroon becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.  Upon gaining this ability, she selects a number of skills equal to 3 + her [[Intelligence]] modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A picaroon may gain this special ability multiple times, selecting additional skills for it to apply to each time.  
 
'''{{Anchor|Skill Mastery}}:''' ''Minimum class level 4th.'' The picaroon becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.  Upon gaining this ability, she selects a number of skills equal to 3 + her [[Intelligence]] modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A picaroon may gain this special ability multiple times, selecting additional skills for it to apply to each time.  
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'''{{Anchor|Silent Kill}} {{Ex}}:''' ''Minimum class level 4th.'' A creature struck by the picaroon's sneak attack must make a [[Fortitude]] save or be unable to vocalize or make loud noise for 1 round.
  
 
'''{{Anchor|Surprise Mastery}} {{Ex}}:''' If making a surprise attack and there is cover within a single move action's distance, they may attack and immediately move into cover with a Hide check at -4 as they hide using the panic of the situation.
 
'''{{Anchor|Surprise Mastery}} {{Ex}}:''' If making a surprise attack and there is cover within a single move action's distance, they may attack and immediately move into cover with a Hide check at -4 as they hide using the panic of the situation.

Latest revision as of 14:45, 16 January 2023

Picaroon Tricks[edit]

Unless stated otherwise, picaroon tricks may only be taken once. Each level you can change which picaroon tricks you know, provided you still meet any pre-requisites.

Against the Wall (Ex): The picaroon counts walls as allies for the purposes of flanking.

Basic Arcane Knowledge: Minimum class level 2nd. The picaroon counts as a 1st level spellcaster in all spellcasting classes for the purpose of interacting with pre-requisites and magic items.

Better Part of Valor (Ex): The picaroon can withdraw as a standard action moving up to their move speed, or they can withdraw as a full round action as normal in which case they do not provoke for any part of their movement.

Bonus Feat: The picaroon gains a bonus feat from the Ambush, Luck, or Fighter bonus feats. They must qualify for the feat as normal.

Blind Stab (Ex): The picaroon is able to still make sneak attacks against targets with concealment (even total concealment), as long as they hit the right square.

Burglary (Ex): The picaroon can open all doors with silence as if it were automatically affected by silent portalSpC. They make Disable Device checks in minimum time, and Open Lock as a move action (or a free action at +20 DC). Your carrying capacity counts as a Strength +4 higher.

Careful Backstab (Ex): The picaroon is capable of making non-lethal sneak attacks with any weapon, not simply weapons which normally deal non-lethal. When using normally non-lethal weapons such as the sap, the critical multiplier increases by +1.

Cat Fall (Ex): The picaroon can decrease an arbitarily amount of falling damage with a tumble check. For every 5 points of the tumble check, the picaroon can ignore 1d6 points of falling damage (maximum 20d6 at DC 100). If the fall would result in no damage due to tumbling, the fall is completely silent.

Corner Grip (Ex): You are never flatfooted while climbing and can take 10 on Climb checks, even in stressful situations. So long as you have two walls to brace against within your natural reach, or even a wall and a roof in a corner, you can anchor yourself up there with your last Climb check result and continue to act or even fight until you move at least 5 ft from your position.

Combat Trained (Ex): The picaroon becomes a full BAB class, gaining +1 BAB per class level.

Combat Trickster (Ex): The picaroon gains Improved Combat Trick as a bonus feat, and may use either the normal ability score or the ability score of their Finesse ability on any opposed ability checks.

Crippling Strike (Ex): Minimum class level 10th. A picaroon with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Daredevil (Ex): Minimum class level 4th. You may roll twice and take the better result on any movement based skill check (Balance, Climb, Jump, Swim, or Tumble).

Detect Door (Ex): You gain the ability to detect secret door as an elf. In addition if you observe a door for at least 1 round you can determine if it locked or not and if it can even be locked, if you observe for 1 minute you can automatically determine the complexity of the lock.

Disarming Theft (Ex): Whenever you make a successful disarm, you may immediately grab the disarmed item in a free hand (dropping your weapon if needed) and make an attack of opportunity with said stolen weapon against your target.

Fake Death (Ex): As a non-action you may fall prone and make a bluff check in response to any attack, and those which do not succeed against your bluff believe you to be dead. Unusual or suspicious circumstances or plausible circumstances can grant a +4 bonus or -4 penalty on your check. Opponents are flatfooted against your next subsequent action. This only works once per creature, or until they have forgotten about you. In addition you have a +10 bonus on Disguise checks to appear dead which is opposed by a Heal check.

Faux Pas Recovery (Ex): You can retry a failed social check as an immediate action with a -4 penalty. On success, the creature brushes aside any insult or accidentally exposed secret as a misunderstanding. In addition you can go from Hostile to Unfriendly with diplomacy easier, as the DC is 10 less.

Feint Trickster (Ex): The picaroon gains Improved Feint as a bonus feat. If they already have or later take Improved Feint, they can feint as an immediate action instead.

Find the Weak Point (Ex): The picaroon can now sneak attack creatures immune to critical hits or sneak attack, but they always deal minimum damage on their sneak attack. Choose one creature type from the ranger's favored enemy list; you can always sneak attack that type of creature for the normal full damage regardless of fortification or immunity. A picaroon may gain this special ability multiple times, selecting an additional creature type for it to apply full damage to.

Gang Up (Ex): Minimum class level 4th. The picaroon counts any enemy being threatened by allies as being flanked by allies.

Hidden Pockets (Ex): The picaroon acts as having a handy haversack but simply due to supreme item packing skills and weight balancing. They may also draw hidden weapons as a move action, or a free action by taking a -10 penalty to their sleight of hand check.

Hide in Terrain (Ex): Minimum class level 6th. Choose a terrain from the horizon walker or the Pathfinder Ranger's favored terrain list. You gain Hide in Plain Sight as a ranger in that terrain.

Hog Tie (Ex): As long as if you have rope, chains, or manacles you can draw them and use them as light or unarmed weapons in a grapple, dealing the same damage as a club. Whenever you pin or against any helpless creature you can hog tie or lock up the creature in manacles on a successful grapple check using your grapple check as the DC to escape their binds even if you subsequently let go. If you have Death Attack, you may attempt to bind a creature with this ability instead of paralyzing or killing the target.

Improved Ranged Sneak Attack (Ex): The range which you can make sneak attacks increases by +30 ft or to your first range increment, whichever is more.

Improvised Fighting (Ex): The picaroon gains Tea House Brawler and Improvised Weapon Specialization as bonus feats. You may pick up objects from the ground as part of a move action.

Item Juggler (Ex): The picaroon gains Quick Draw and Quick Sheathe as bonus feats.

Kip Up (Ex): The picaroon can stand up from prone as a free action on their turn.

Lucky (Ex): The picaroon gains the luck reroll of the Luck domain, which stacks with and counts as possessing the luck domain. You count as having at least one Luck feat for the purposes of pre-requisites.

Magic Item Reliability (Ex): The picaroon gains a +4 bonus on Use Magic Device checks and may take 10 on Use Magic Device. If the picaroon fails a Use Magic Device check that would result in penalties, such as a natural 1, they instead take no penalties other than failing the check.

Magic Item Power (Ex): Minimum class level 4th. The picaroon can use the DC of the magic item or of DC 10 + 1/2 HD + their highest mental ability modifier. They may also recharge charged items such as wands by having spells of equal or higher level cast into said item. For example a wand of scorching ray can be recharged with any 2nd level or higher spells. This does not apply to charged item with no spell equivallent such as a Belt of HealingMIC.

Mounted Scoundrel (Ex): The picaroon gain Mounted Combat and Mounted Archery as bonus feats even if she does not meet the prerequisites. Once per encounter she may jump off her mount and make a single attack melee attack or ranged attack within 30 feet as a standard action, the target of the attack is flat-footed against this attack.

Nondetection (Ex): Minimum class level 6th. The picaroon is capable of instinctively evading magic. They benefit from a constant extraordinary nondetection which they may toggle as a free action.

Opportunist (Ex): Once per round, the picaroon can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the picaroon’s attack of opportunity for that round. Even a picaroon with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Parkour (Ex): If two walls are present within your natural reach you may wall jump upward at half your movement speed with no check required. You can also run across any wall or roof up to 10 ft with no check, so long as you end up on a stable surface at the end. If you have the Stuntman ability its effects now extend to 10 ft instead of 5 ft, and you can move up to 1/4th of your movement as your minimum speed instead of just 5 ft.

Poison Use (Ex): The picaroon gains Poison Use as an assassin, and may apply poison as a move action. If you get Poison Use again from another source you may apply it as a swift action.

Quick Forger (Ex): The picaroon can make brief fake documentation on the fly as a 1 round action, provided they have the materials, that is good for brief glances but automatically fails to any scrutiny of more than 1 round of study. They make their Forgery check as normal with a -2 penalty. You can also forge documents in languages you do not understand at a -2 penalty. You may apply Faux Pas Recovery to failed Forgery checks made with this ability as long as it is not studied for more than 1 round.

Quick Trap (Ex): The picaroon can Craft Traps in half the time and half the cost. A number of times per day equal to 1 + 1/2 their class level they can slap together any trap within a full round action. These traps are temporary and will fall apart or become non-functional after 24 hours unless worked on further.

Rogue Talent (Ex): The picaroon can choose a Rogue Talent off the Pathfinder Rogue list. This ability may be taken multiple times.

Rope Movement (Ex): The picaroon can climb at their full movement speed instead of 1/4th speed, and can rapple on ropes easily. As a move action they can swing up to half the length of their position on the rope to the ceiling in any direction. They may secure and use a rope and grapple (as per Use Rope) as part of one single move action.

Serpent's Tongue (Ex): The picaroon may ignore any magical or alchemical effect which would prevent them from lying, such as from a zone of truth. They must still make Bluff checks as normal.

Slippery Mind (Ex): Minimum class level 6th. This ability represents the picaroon’s ability to wriggle free from effects that would otherwise control or compel her. If a picaroon with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Skill King (Ex): The class retroactively gains 10+Int modifier for skills, and all skills become class skills. They may even use trained only skills untrained and aid another even if they do not have ranks in the skill in question.

Skill Mastery: Minimum class level 4th. The picaroon becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A picaroon may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Silent Kill (Ex): Minimum class level 4th. A creature struck by the picaroon's sneak attack must make a Fortitude save or be unable to vocalize or make loud noise for 1 round.

Surprise Mastery (Ex): If making a surprise attack and there is cover within a single move action's distance, they may attack and immediately move into cover with a Hide check at -4 as they hide using the panic of the situation.

Trapfinding (Ex): You automatically gain a Search check whenever within 5 ft of a trap, and may search an area for traps actively in half the time. You may discover and disable traps as a rogue.

Trap Sense (Ex): You gain 2 + 1/2 your class level to AC and saving throws against traps and as damage resistance/- against traps.

Wide Step (Ex): Minimum class level 4th. The picaroon may take a 10 ft step instead of a 5 ft step.