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paths:shadow_path [2025/04/30 02:47] – [Key Skills] reonpaths:shadow_path [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks
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   * [[priority:skills:acrobatics|Acrobatics]]   * [[priority:skills:acrobatics|Acrobatics]]
-  * [[priority:skills:disable_device|Disable Device]]+  * [[priority:skills:repair|Repair]]
   * [[priority:skills:knowledge|Knowledge]] (Local)   * [[priority:skills:knowledge|Knowledge]] (Local)
-  * [[priority:skills:sleight_of_hand|Sleight of Hand]]+  * [[priority:skills:pilot|Pilot]]
   * [[priority:skills:stealth|Stealth]]   * [[priority:skills:stealth|Stealth]]
  
 <WRAP round box> <WRAP round box>
-===== Lesser Sneak Attack =====+==== Sneaky Strike ==== 
 +  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:stealth|Stealth]] 1, 5 EXP
  
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Stealth 1, 5 EXP+You gain access to the Sneak Attack Shortcut.
  
-Your attacks 1d6 deal extra Precision damage anytime your target has a Defense Penalty Status Affect, or when you’re flanking a target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. You must attack the target with a melee weapon to Sneak Attack. If the character Sneak Attacks with a Light Melee Weapon the damage is increased to a us d8's. In the opposite, if a character Sneak Attacks with a Two-Handed weapon the damage is reduced to d4's.+  * [[paths:shadow_path:sneak_attack|Sneak Attack]]
  
-You may Sneak Attack multiple times, but for every attack following the first, you must spend 2 [[game_systems:tactic_pool|TP]] to do so. Furthermore, the cost increases by 2 [[game_systems:tactic_pool|TP]] for every subsequent attack. For example, if you successfully attack a creature three times, and wish to apply Sneak Attack on each hit, you must spend a total of 6 TP - the first attack costs none, the second attack costs two, and the third attack costs four (and so on). 
- 
-With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you can instead make a sneak attack that deals nonlethal damage instead of lethal damage. A character cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. 
- 
-The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Additionally, you cannot sneak attack while striking a creature with concealment. 
- 
-You add a number of sneak attack dice equal to your BaB. (If Larry has a 3 BaB, he would add 3d6 if he Sneak Attacks with his Longsword.) 
- 
-All damage from Sneak Attack is treated as an Enhancement Bonus, meaning it does not stack with other Enhancement bonuses and you must select which one is applied. (Some Enhancement bonuses include but are not limited to: Enchanted weapon damage, Spellstrike, Rage, Masterwork weapon (Damage))  
- 
-<WRAP center round info 60%> 
-This Talent does not stack with any other sources of Sneak Attack.  
 </WRAP> </WRAP>
  
-</WRAP> 
  
-<WRAP round box> 
-===== Sneak Attack ===== 
- 
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 4, Stealth 5, 10 EXP 
- 
-Your skill with Sneak Attacking has increased. A character may not have a maximum of of 10 dice added to a Sneak Attack. This bonus is still limited by BaB. 
- 
-The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Additionally, you cannot sneak attack while striking a creature with concealment greater then 20%. 
- 
-<WRAP center round info 60%> 
-This Talent still does not stack with any other sources of Sneak Attack.  
-</WRAP> 
- 
-</WRAP> 
- 
-<WRAP round box> 
-===== Improved Sneak Attack ===== 
- 
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, Stealth 10, 15 EXP 
- 
-Your skill with Sneak Attacking has increased. A character may not have a maximum of of 15 dice added to a Sneak Attack. This bonus is still limited by BaB. 
- 
-The character no longer needs to see the target well enough to pick out a vital spot and now innately senses weakness. Additionally, you may now sneak attack while striking a creature with concealment. 
- 
-<WRAP center round info 60%> 
-This Talent still does not stack with any other sources of Sneak Attack.  
-</WRAP> 
- 
-</WRAP> 
- 
-<WRAP round box> 
-===== Greater Sneak Attack ===== 
- 
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 16, Stealth 20, 20 EXP 
- 
-Your skill with Sneak Attacking has increased. A character may not have a maximum of of 20 dice added to a Sneak Attack. This bonus is still limited by BaB. 
- 
-The character no longer needs to see the target well enough to pick out a vital spot and now innately senses weakness. Additionally, you may now sneak attack while striking a creature with total concealment. 
- 
-<WRAP center round info 60%> 
-This Talent still does not stack with any other sources of Sneak Attack.  
-</WRAP> 
- 
-</WRAP> 
- 
-<WRAP round box> 
-===== Sudden Strike ===== 
- 
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, Stealth 5, Bluff 5, 10 EXP 
- 
-By spending 4TP you may treat an attack that hit as a Sneak Attack even if it would otherwise not qualify. This include concealment or not meeting the standard requirements. 
- 
-</WRAP> 
 ===== The Bandit’s Way ===== ===== The Bandit’s Way =====
 <WRAP round box> <WRAP round box>
 ==== Ambush ==== ==== Ambush ====
  
-  * **Requirements:** Stealth 3, Sneak Attack 3d6, 10 EXP +  * **Requirements:** [[priority:skills:stealth|Stealth]] 3, Sneak Attack 3d6, 10 EXP 
-You may act fully in the surprise round (meaning you may use a Move, Swift, and Standard Action).+You may act fully in the surprise round (meaning you may use a Move, Swift, and [[chargen:common_terms#action_types|Half Action]]).
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Careful Guide ==== ==== Careful Guide ====
  
-  * **Requirements:** Stealth 5, Sneak Attack 5d6, 15 EXP, Ambush +  * **Requirements:** [[priority:skills:stealth|Stealth]] 5, Sneak Attack 5d6, 15 EXP, Ambush 
-Your party may use your Stealth check, but their movespeed is locked to 5 ft per round.+Your party may use your [[priority:skills:stealth|Stealth]] check, but their movespeed is locked to 5 ft per round.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Assault Leader ==== ==== Assault Leader ====
  
-  * **Requirements:** Stealth 10, Sneak Attack 7d6, Careful Guide, 25 EXP+  * **Requirements:** [[priority:skills:stealth|Stealth]] 10, Sneak Attack 7d6, Careful Guide, 25 EXP
  
 One ally of your choice per Sneak Attack Die you possess may move fully in the Surprise Round, as if they possess the Ambush Talent as well. One ally of your choice per Sneak Attack Die you possess may move fully in the Surprise Round, as if they possess the Ambush Talent as well.
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 ==== Butterfly Sting ==== ==== Butterfly Sting ====
  
-  * **Requirements:** Bluff 10, Sneak 10d6, Assault Leader, 30 EXP+  * **Requirements:**[[priority:skills:con|Con]] 10, Sneak 10d6, Assault Leader, 30 EXP
  
 When you confirm a critical hit, you may instead pass that critical to an ally on their turn, as long as they attack the same creature. When you confirm a critical hit, you may instead pass that critical to an ally on their turn, as long as they attack the same creature.
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 ==== Scout’s Charge ==== ==== Scout’s Charge ====
  
-  * **Requirements:** Knowledge Local 5, Sneak Attack 2d6, 15 EXP+  * **Requirements:** [[priority:skills:knowledge|Knowledge]] Local 5, Sneak Attack 2d6, 15 EXP
  
 When you use the charge action, you may inflict Sneak Attack on your target as if you were flanking them. When you use the charge action, you may inflict Sneak Attack on your target as if you were flanking them.
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 ==== Offensive Defense ==== ==== Offensive Defense ====
  
-  * **Requirements:** Scout’s Charge, Bluff 8, Sneak Attack 3d6, 20 EXP+  * **Requirements:** Scout’s Charge,[[priority:skills:con|Con]] 8, Sneak Attack 3d6, 20 EXP
  
-When you hit a creature with a melee attack that deals sneak attack damage, you gain a +1 dodge bonus to AC for each sneak attack die rolled, for one round. The dodge bonus only applies against the creature you sneak attacked, and the dodge bonus does not stack with itself. You may gain this bonus against multiple creatures, provided that you successfully sneak attack them in the same turn.+When you hit a creature with a melee attack that deals sneak attack damage, you gain a +1 dodge bonus to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] for each sneak attack die rolled, for one round. The dodge bonus only applies against the creature you sneak attacked, and the dodge bonus does not stack with itself. You may gain this bonus against multiple creatures, provided that you successfully sneak attack them in the same turn.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Skirmisher ==== ==== Skirmisher ====
  
-  * **Requirements:** Offensive Defense, Sneak Attack 5d6, Knowledge Local 7, 30 EXP+  * **Requirements:** Offensive Defense, Sneak Attack 5d6, [[priority:skills:knowledge|Knowledge]] Local 7, 30 EXP
  
 Whenever you move more than 10 ft in a round, and make an attack action, you treat your target as flat footed against you, and you inflict Sneak Attack accordingly. This only applies to the first of such attacks; you must spend [[game_systems:tactic_pool|TP]] to apply Sneak Attack on additional attacks as normal. Whenever you move more than 10 ft in a round, and make an attack action, you treat your target as flat footed against you, and you inflict Sneak Attack accordingly. This only applies to the first of such attacks; you must spend [[game_systems:tactic_pool|TP]] to apply Sneak Attack on additional attacks as normal.
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 ==== Circling Mongoose ==== ==== Circling Mongoose ====
  
-  * **Requirements:** Skirmisher, Sneak Attack 8d6, Knowledge Local 10, 40 EXP+  * **Requirements:** Skirmisher, Sneak Attack 8d6, [[priority:skills:knowledge|Knowledge]] Local 10, 40 EXP
  
 When you are adjacent to a foe, as a full-round action, you can take a full-attack action to make melee attacks against the foe, moving 5 feet before each attack. You must move 5 feet before each melee attack you make, and can’t exceed your maximum speed, exceed your maximum number of attacks in a round, or attack any other target until the beginning of your next turn. When you are adjacent to a foe, as a full-round action, you can take a full-attack action to make melee attacks against the foe, moving 5 feet before each attack. You must move 5 feet before each melee attack you make, and can’t exceed your maximum speed, exceed your maximum number of attacks in a round, or attack any other target until the beginning of your next turn.
  
-You must remain adjacent to the foe, and your movement provokes attacks of opportunity as normal unless you succeed at the appropriate Acrobatics checks. If your first attack against the foe hits, you are considered to be flanking the foe on your second attack. Subsequent attacks made as part of the full-attack action continue to be treated as if you were flanking the foe until one of your attacks misses, at which point your attacks are treated normally. Such subsequent attacks allow you to apply Sneak Attack to the targeted creature.+You must remain adjacent to the foe, and your movement provokes attacks of opportunity as normal unless you succeed at the appropriate [[priority:skills:acrobatics|Acrobatics]] checks. If your first attack against the foe hits, you are considered to be flanking the foe on your second attack. Subsequent attacks made as part of the full-attack action continue to be treated as if you were flanking the foe until one of your attacks misses, at which point your attacks are treated normally. Such subsequent attacks allow you to apply Sneak Attack to the targeted creature.
 </WRAP> </WRAP>
  
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 ==== Poison Training ==== ==== Poison Training ====
  
-  * **Requirements:** Craft Alchemy 3, Sneak Attack 1d6, 10 EXP+  * **Requirements:**[[priority:skills:craft|Craft]] Alchemy 3, Sneak Attack 1d6, 10 EXP
 You never accidentally poison yourself when applying it to a weapon. When you are struck with an attack that would inflict poison, you may make a Reflex saving equal to the poison’s Fortitude save DC + 10 to avoid being poisoned entirely. If you fail this check, you may still roll the Fortitude save as normal to avoid the effects. You never accidentally poison yourself when applying it to a weapon. When you are struck with an attack that would inflict poison, you may make a Reflex saving equal to the poison’s Fortitude save DC + 10 to avoid being poisoned entirely. If you fail this check, you may still roll the Fortitude save as normal to avoid the effects.
 </WRAP> </WRAP>
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 ==== Well-applied ==== ==== Well-applied ====
  
-  * **Requirements:** Craft Alchemy 5, Sneak Attack 2d6, Poison Training, 15 EXP+  * **Requirements:**[[priority:skills:craft|Craft]] Alchemy 5, Sneak Attack 2d6, Poison Training, 15 EXP
  
 Poison on your weapons lasts for a number of attacks equal to your total Sneak Attack die. Poison on your weapons lasts for a number of attacks equal to your total Sneak Attack die.
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 ==== Accurate Poison ==== ==== Accurate Poison ====
  
-  * **Requirements:** Craft Alchemy 7, Sneak Attack 3d6, Well-Applied, 18 EXP+  * **Requirements:**[[priority:skills:craft|Craft]] Alchemy 7, Sneak Attack 3d6, Well-Applied, 18 EXP
  
 Whenever you strike a creature with a poisoned weapon, you may spend TP up to your maximum Sneak Attack dice total to increase the duration of the poison by that amount. For example, if you were to spend 2 TP on a poison that lasts for 6 rounds, it would now last 8 rounds instead. Additionally, whenever you sneak attack with a poisoned weapon, the saving throw to avoid the effects of the poison are increased by an amount equal to your total Sneak Attack die. Whenever you strike a creature with a poisoned weapon, you may spend TP up to your maximum Sneak Attack dice total to increase the duration of the poison by that amount. For example, if you were to spend 2 TP on a poison that lasts for 6 rounds, it would now last 8 rounds instead. Additionally, whenever you sneak attack with a poisoned weapon, the saving throw to avoid the effects of the poison are increased by an amount equal to your total Sneak Attack die.
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 ==== Quick Apply ==== ==== Quick Apply ====
  
-  * **Requirements:** Poison Training, Craft Alchemy 10, Sneak Attack 5d6, 30 EXP+  * **Requirements:** Poison Training,[[priority:skills:craft|Craft]] Alchemy 10, Sneak Attack 5d6, 30 EXP
  
 You may now apply poison to a weapon as a Swift Action. You may now apply poison to a weapon as a Swift Action.
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 ==== Developed Poison Immunity ==== ==== Developed Poison Immunity ====
  
-  * **Requirements:** Poison Training, Craft Alchemy 10, Sneak Attack 3d6, 30 EXP+  * **Requirements:** Poison Training,[[priority:skills:craft|Craft]] Alchemy 10, Sneak Attack 3d6, 30 EXP
  
 Choose a number of specific poisons equal to your Secondary Attribute modifier, you are now completely immune to those poisons. Choose a number of specific poisons equal to your Secondary Attribute modifier, you are now completely immune to those poisons.
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 ==== Immediate Onset ==== ==== Immediate Onset ====
  
-  * **Requirements:** Accurate Poison, Craft Alchemy 12, Sneak Attack 7d6, 40 EXP+  * **Requirements:** Accurate Poison,[[priority:skills:craft|Craft]] Alchemy 12, Sneak Attack 7d6, 40 EXP
  
 When you apply poison to a weapon, you may choose whether or not to add reactive agents to it. If you choose to do so, all poison effects applied by that specific application of poison take effect immediately when your target is poisoned. For example, you could make Drow Knockout Poison apply immediately upon a target taking damage and failing the subsequent Fortitude save. When you apply poison to a weapon, you may choose whether or not to add reactive agents to it. If you choose to do so, all poison effects applied by that specific application of poison take effect immediately when your target is poisoned. For example, you could make Drow Knockout Poison apply immediately upon a target taking damage and failing the subsequent Fortitude save.
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 ==== Deadly Poisoner ==== ==== Deadly Poisoner ====
  
-  * **Requirements:** Immediate Onset, Craft Alchemy 15, Sneak Attack 8d6, 45 EXP+  * **Requirements:** Immediate Onset,[[priority:skills:craft|Craft]] Alchemy 15, Sneak Attack 8d6, 45 EXP
  
 All poisons applied by you have their Saving Throw DC increased by an amount equal to your total Sneak Attack die. All poisons applied by you have their Saving Throw DC increased by an amount equal to your total Sneak Attack die.
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 ==== Frightening Presence ==== ==== Frightening Presence ====
  
-  * **Requirements:** Intimidate 3, Sneak Attack 1d6, 10 EXP+  * **Requirements:**[[priority:skills:intimidate|Intimidate]] 3, Sneak Attack 1d6, 10 EXP
  
-Your Intimidate to demoralize a creature lasts 1 extra round for every 5 by which you exceed the DC. If you inflict 2 or more rounds of the shaken condition, the creature may instead be frightened, at your discretion. If you are subject to inflict 4 or more rounds of shaken, you may make the creature panicked or frightened instead.+Your[[priority:skills:intimidate|Intimidate]] to demoralize a creature lasts 1 extra round for every 5 by which you exceed the DC. If you inflict 2 or more rounds of the shaken condition, the creature may instead be frightened, at your discretion. If you are subject to inflict 4 or more rounds of shaken, you may make the creature panicked or frightened instead.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
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 ==== Rough Up ==== ==== Rough Up ====
  
-  * **Requirements:** Intimidate 5, Sneak Attack 3d6, 20 EXP+  * **Requirements:**[[priority:skills:intimidate|Intimidate]] 5, Sneak Attack 3d6, 20 EXP
  
 When you damage a creature with your Sneak Attack, they are sickened for a number of minutes equal to your secondary attribute modifier. When you damage a creature with your Sneak Attack, they are sickened for a number of minutes equal to your secondary attribute modifier.
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   * **Requirements:** Sneak Attack 5d6, Rough Up, 25 EXP, Grappler   * **Requirements:** Sneak Attack 5d6, Rough Up, 25 EXP, Grappler
  
-When you are grappling a creature, you do not take a penalty to your Dexterity, or to your Dexterity bonus to AC. In addition, you are always considered to be flanking a creature which you are grappling.+When you are grappling a creature, you do not take a penalty to your Dexterity, or to your Dexterity bonus to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]]. In addition, you are always considered to be flanking a creature which you are grappling.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Abduct ==== ==== Abduct ====
  
-  * **Requirements:** Practiced Capturer, Intimidate 10, 30 EXP+  * **Requirements:** Practiced Capturer,[[priority:skills:intimidate|Intimidate]] 10, 30 EXP
  
 When you deal Sneak Attack damage to a target, you may make an immediate grapple check against them, with a +1 bonus for every Sneak Attack die you possess. When you deal Sneak Attack damage to a target, you may make an immediate grapple check against them, with a +1 bonus for every Sneak Attack die you possess.
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 ==== Goodnight ==== ==== Goodnight ====
  
-  * **Requirements:** Abduct, Intimidate 12, 35 EXP+  * **Requirements:** Abduct,[[priority:skills:intimidate|Intimidate]] 12, 35 EXP
  
-As a full round action, you may knock out a creature which you are grappling. Make a single attack against the creature, if you hit, the creature must make a Fortitude save (DC 10 + damage inflicted, including your Sneak Attack) or go unconscious. Creatures that do not need to breathe, are immune to critical hits, or are immune to nonlethal damage are immune to this ability.+As a full round action, you may knock out a creature which you are grappling. Make a single attack against the creature, if you hit, the creature must make a Fortitude save (DC 10 + damage inflicted, including your Sneak Attack) or go unconscious. Creatures that do not need to breathe, are immune to critical hits, or are immune to [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]] are immune to this ability.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Subdue ==== ==== Subdue ====
  
-  * **Requirements:** Abduct, Knowledge Nature 12, 35 EXP+  * **Requirements:** Abduct, [[priority:skills:knowledge|Knowledge]] Nature 12, 35 EXP
 When you successfully use Abduct against a creature and beat their CMD by 10 or more, they are pinned instead of grappled. When you successfully use Abduct against a creature and beat their CMD by 10 or more, they are pinned instead of grappled.
 </WRAP> </WRAP>
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   * **Requirements:** Subdue, Goodnight, Sneak Attack 8d6, 40 EXP   * **Requirements:** Subdue, Goodnight, Sneak Attack 8d6, 40 EXP
  
-You may attempt to Coup de Grace a creature you have pinned as a Standard Action that provokes Attacks of Opportunity. +You may attempt to Coup de Grace a creature you have pinned as a [[chargen:common_terms#action_types|Half Action]] that provokes Attacks of Opportunity. 
 </WRAP> </WRAP>
  
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 ==== Specialized Sneak Attacks ==== ==== Specialized Sneak Attacks ====
  
-  * **Requirements:** Stealth 3, Sneak Attack 2d6, 10 EXP+  * **Requirements:** [[priority:skills:stealth|Stealth]] 3, Sneak Attack 2d6, 10 EXP
  
 Sneak Attacks with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger use D8s instead of D6s. All other weapons use D4s. Sneak Attacks with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger use D8s instead of D6s. All other weapons use D4s.
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 ==== Underhanded Tactics ==== ==== Underhanded Tactics ====
  
-  * **Requirements:** Specialized Sneak Attacks, Bluff 5, Sneak Attack 3d6, 20 EXP+  * **Requirements:** Specialized Sneak Attacks,[[priority:skills:con|Con]] 5, Sneak Attack 3d6, 20 EXP
  
-You may Feint a target as a Move Action. When you possess 10 Sneak Attack die, you may Feint as a swift action.+You may Feint a target as a [[chargen:common_terms#action_types|Half Action]]. When you possess 10 Sneak Attack die, you may Feint as a swift action.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Bleed For Me ==== ==== Bleed For Me ====
  
-  * **Requirements:** Underhanded Tactics, Knowledge Nature 5, Sneak Attack 5d6, 30 EXP+  * **Requirements:** Underhanded Tactics, [[priority:skills:knowledge|Knowledge]] Nature 5, Sneak Attack 5d6, 30 EXP
  
-When you damage a creature with Sneak Attack, you may spend 3 TP to deliberately cut along their veins or similar weak points, causing them to take bleed damage equal to your total Sneak Attack die every round until they are attended to by a Heal check (DC 10 + your Base Attack Bonus + your Sneak Attack Dice total). This damage does not stack with itself, and bypasses all DR.+When you damage a creature with Sneak Attack, you may spend 3 TP to deliberately cut along their veins or similar weak points, causing them to take bleed damage equal to your total Sneak Attack die every round until they are attended to by a[[priority:skills:heal|Heal]]check (DC 10 + your [[priority:prowess|Prowess]] + your Sneak Attack Dice total). This damage does not stack with itself, and bypasses all DR.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
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 As long as a target is flat footed against you, you may reroll all 1s and 2s on your sneak attack roll. As long as a target is flat footed against you, you may reroll all 1s and 2s on your sneak attack roll.
 +</WRAP>
 +
 +===== Kraken Style =====
 +
 +<WRAP round box>
 +==== Kraken Style ====
 +  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:athletics|Athletics]] 3, [[priority:skills:acrobatics|Acrobatics]] 3,  5 EXP
 +
 +When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your [[game_systems:tactic_pool|Secondary Attribute modifier]] in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple.
 +</WRAP>
 +<WRAP round box>
 +==== Kraken Throttle ====
 +  * **Requirements:** Kraken Style, [[chargen:common_terms#core_stats|CST]] 8,  [[priority:skills:athletics|Athletics]] 8, [[priority:skills:acrobatics|Acrobatics]] 8, 15 EXP
 +
 +The damage that you deal with the Kraken Style Talent on a successful grapple combat maneuver check increases to an amount equal to your [[game_systems:tactic_pool|Secondary Attribute modifier]] + 2.
 +
 +While using this style, you can choke your opponent when you successfully maintain a grapple instead of choosing to damage, move, pin, or tie up your opponent. This suffocates your opponent. The grappled opponent can take a breath during any round in which you do not maintain the grapple.
 +</WRAP>
 +<WRAP round box>
 +==== Kraken Wrack ====
 +  * **Requirements:** Kraken Throttle,[[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:athletics|Athletics]] 10, [[priority:skills:acrobatics|Acrobatics]] 10, 25 EXP
 +
 +The damage you deal with the Kraken Style Talent on a successful grapple combat maneuver check increases to an amount equal to your [[game_systems:tactic_pool|Secondary Attribute modifier]] + 4. While using this style, you can crush your opponent when you successfully maintain a grapple instead of choking, damaging, moving, pinning, or tying up your opponent.
 +
 +When you do, you deal an amount of damage equal to 2d6 + your STR modifier to your foe’s armor or an item held in your foe’s hand. This crushing damage bypasses half of the hardness of the armor or item.
 +</WRAP>
 +
 +===== Monkey Style =====
 +
 +<WRAP round box>
 +==== Monkey Style ====
 +  * **Requirements:** [[priority:skills:athletics|Athletics]] 5, [[priority:skills:acrobatics|Acrobatics]] 5, 10 EXP
 +
 +You add your [[game_systems:tactic_pool|Secondary Attribute modifier]] on [[priority:skills:acrobatics|Acrobatics]] checks. While using this style, you take no penalty on melee attack rolls or to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] while prone. Furthermore, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you spend 1 TP and succeed on a DC 20 [[priority:skills:acrobatics|Acrobatics]] check.
 +</WRAP>
 +<WRAP round box>
 +==== Monkey Moves ====
 +  * **Requirements:** Monkey Style, [[priority:skills:athletics|Athletics]] 10, [[priority:skills:acrobatics|Acrobatics]] 10, 30 EXP
 +
 +While using Monkey Style, you add your [[game_systems:tactic_pool|Secondary Attribute modifier]] on [[priority:skills:athletics|Athletics]] checks. You can also can climb and crawl at half your speed; you can take a 5-foot step by jumping, crawling, or climbing; and you retain your Dexterity bonus to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] while climbing. Further, while using Monkey Style, when you hit an opponent twice or more on your turn, you can spend a swift action to take a 5-foot step even if you have moved this round.
 +</WRAP>
 +<WRAP round box>
 +==== Monkey Shine ====
 +  * **Requirements:** Monkey Moves, [[priority:skills:athletics|Athletics]] 15, [[priority:skills:acrobatics|Acrobatics]] 15, 40 EXP
 +
 +While using Monkey Style, if you successfully strike an opponent with a melee attack, you can spend a free action to enter a square adjacent to you that is within your opponent’s space. This movement does not provoke attacks of opportunity. While you are in your opponent’s space, you gain a +4 dodge bonus to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] and a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the opponent can move away from you, but if he does it provokes Attacks of Opportunity as normal.
 </WRAP> </WRAP>