Differences
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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| paths:shadow_path [2026/03/09 04:39] – Replacing with Prowess elfinlocks | paths:shadow_path [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks | ||
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| <WRAP round box> | <WRAP round box> | ||
| ==== Sneaky Strike ==== | ==== Sneaky Strike ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You gain access to the Sneak Attack Shortcut. | You gain access to the Sneak Attack Shortcut. | ||
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| ==== Ambush ==== | ==== Ambush ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may act fully in the surprise round (meaning you may use a Move, Swift, and Standard | + | You may act fully in the surprise round (meaning you may use a Move, Swift, and [[chargen: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Careful Guide ==== | ==== Careful Guide ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Your party may use your Stealth check, but their movespeed is locked to 5 ft per round. | + | Your party may use your [[priority: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Assault Leader ==== | ==== Assault Leader ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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: | + | * **Requirements: |
| 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: | + | * **Requirements: |
| 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: | + | * **Requirements: |
| - | 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: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Skirmisher ==== | ==== Skirmisher ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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: | 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: | ||
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| ==== Circling Mongoose ==== | ==== Circling Mongoose ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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 |
| </ | </ | ||
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| ==== Poison Training ==== | ==== Poison Training ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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. | ||
| </ | </ | ||
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| ==== Well-applied ==== | ==== Well-applied ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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: | + | * **Requirements: |
| 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 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, | ||
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| ==== Quick Apply ==== | ==== Quick Apply ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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: | + | * **Requirements: |
| 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: | + | * **Requirements: |
| 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: | + | * **Requirements: |
| 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: | + | * **Requirements: |
| - | 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: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
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| ==== Rough Up ==== | ==== Rough Up ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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: | * **Requirements: | ||
| - | 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: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Abduct ==== | ==== Abduct ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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: | + | * **Requirements: |
| - | 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 | + | 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: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Subdue ==== | ==== Subdue ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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. | ||
| </ | </ | ||
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| * **Requirements: | * **Requirements: | ||
| - | You may attempt to Coup de Grace a creature you have pinned as a Standard | + | You may attempt to Coup de Grace a creature you have pinned as a [[chargen: |
| </ | </ | ||
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| ==== Specialized Sneak Attacks ==== | ==== Specialized Sneak Attacks ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| 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: | + | * **Requirements: |
| - | 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: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Bleed For Me ==== | ==== Bleed For Me ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | 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 [[priority: | + | 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: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
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| * **Requirements: | * **Requirements: | ||
| - | You add your [[game_systems: | + | You add your [[game_systems: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
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| * **Requirements: | * **Requirements: | ||
| - | While using Monkey Style, you add your [[game_systems: | + | While using Monkey Style, you add your [[game_systems: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
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| * **Requirements: | * **Requirements: | ||
| - | 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 AC 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. | + | 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: |
| </ | </ | ||
