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paths:sleuth_path [2023/11/17 01:57] – [The Infiltrator's Trail] elfinlockspaths:sleuth_path [2025/08/21 03:39] (current) reon
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 ====== Path of the Sleuth ====== ====== Path of the Sleuth ======
 <WRAP center 50%> <WRAP center 50%>
-{{:paths:pasted:20231117-011827.jpeg}}+{{:paths:pasted:20231117-011827.jpeg|Behind this mask, is another mask.}}
 </WRAP> </WRAP>
 //Whether pursuing a fugitive as an investigator, getting promotions behind enemy lines as a spy, or perhaps even a criminal mastermind themselves, those who follow the Path of the Sleuth utilize their cunning to its utmost potential. They see through the lies of magic with ease, and walk uncontested into even the most secured facilities. They assassinate targets, when necessary, with a deadly efficiency. They could be you, they could be me.// //Whether pursuing a fugitive as an investigator, getting promotions behind enemy lines as a spy, or perhaps even a criminal mastermind themselves, those who follow the Path of the Sleuth utilize their cunning to its utmost potential. They see through the lies of magic with ease, and walk uncontested into even the most secured facilities. They assassinate targets, when necessary, with a deadly efficiency. They could be you, they could be me.//
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 Upon taking the Path of the Sleuth, you gain the following Key Skills: Upon taking the Path of the Sleuth, you gain the following Key Skills:
  
-  * [[priority:skills:bluff|]] +  * [[priority:skills:con|Con]] 
-  * [[priority:skills:diplomacy|]] +  * [[priority:skills:negotiation|Negotiation]] 
-  * [[priority:skills:disguise|]]+  * [[priority:skills:search|Search]]
   * [[priority:skills:perception|]]   * [[priority:skills:perception|]]
   * [[priority:skills:stealth|]]   * [[priority:skills:stealth|]]
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   * **Requirements:** Crime Scene Analyst, [[priority:skills:spellcraft|Spellcraft]] 5, 20 EXP   * **Requirements:** Crime Scene Analyst, [[priority:skills:spellcraft|Spellcraft]] 5, 20 EXP
  
-You may see magical auras, as if under a constant [[priority:magic:spells:tier0:detect_magic|Detect Magic]] spell. You may spend [[game_systems:tactic_pool|TP]] to gain the effects of Identify, as if using the spell. Additionally, you automatically know when magic has disrupted evidence under the scrutiny of your Crime Scene Analyst Talent.+You may see magical auras, as if under a constant [[priority:magic:spells:tier0:detect_magic|Detect Magic]] spell. You may spend [[game_systems:tactic_pool|TP]] to gain the effects of [[priority:magic:spells:tier1:identify|Identify]], as if using the spell. Additionally, you automatically know when magic has disrupted evidence under the scrutiny of your Crime Scene Analyst Talent.
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
 ==== Discern Lies (Ex) ==== ==== Discern Lies (Ex) ====
-  * **Requirements:** Bluff 8, Perception 8, 20 EXP+  * **Requirements:** [[priority:skills:bluff|Bluff]] 8, [[priority:skills:perception|Perception]] 8, 20 EXP
  
 You may spend [[game_systems:tactic_pool|TP]] equal to a creature's [[priority:health|Hit Die]] as an Immediate Action when they make a statement. Doing so informs you of whether or not they are lying. This Talent does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. You may spend [[game_systems:tactic_pool|TP]] equal to a creature's [[priority:health|Hit Die]] as an Immediate Action when they make a statement. Doing so informs you of whether or not they are lying. This Talent does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
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   * **Requirements:** [[priority:skills:disguise|Disguise]] 8, 15 EXP   * **Requirements:** [[priority:skills:disguise|Disguise]] 8, 15 EXP
  
-You may use [[priority:skills:disguise|Disguise]] in place of [[priority:skills:stealth|Stealth]] in any settlement - towns, castles, villages, goblin caves, necromancer towers, and any other settled location, at GM discretion. +You may use [[priority:skills:disguise|Disguise]] in place of [[priority:skills:stealth|Stealth]] in any settlement - towns, castles, villages, goblin caves, necromancer towers, and any other settled location, at GM discretion. Additionally, this Talent allows you to enter stealth without the need of cover or concealment, though creatures actively observing you need not make a Perception check to notice you, unless you break their line of sight to you.
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
 ==== One More Thing (Su) ==== ==== One More Thing (Su) ====
-  * **Requirements:** Diplomacy 10, Bluff 10, 30 EXP+  * **Requirements:** [[priority:skills:diplomacy|Diplomacy]] 10, [[priority:skills:bluff|Bluff]] 10, 30 EXP
  
-You may compel a creature of your choice to collaborate and speak truthfully with you. As a Full Round Action, make a Diplomacy check - the creature subjected to this effect must make a Will save against a DC equal to your Diplomacy check. Failure causes the creature to be charmed towards you, as if under the effects of a [[priority:magic:spells:tier4:charm_monster|]] spell. In addition, they must make another save every time they attempt to lie to you, with failure instead forcing them to render the complete and entire truth of the subject matter.+You may compel a creature of your choice to collaborate and speak truthfully with you. As a Full Round Action, make a [[priority:skills:diplomacy|Diplomacy]] check - the creature subjected to this effect must make a Will save against a DC equal to your [[priority:skills:diplomacy|Diplomacy]] check. Failure causes the creature to be charmed towards you, as if under the effects of a [[priority:magic:spells:tier4:charm_monster|]] spell. In addition, they must make another save every time they attempt to lie to you, with failure instead forcing them to render the complete and entire truth of the subject matter.
  
-This effect lasts for a number of minutes equal to your ranks in Diplomacy or Bluff, whichever is higher. This effect immediately ends if the target creature, or any of that creature's true allies, are attacked or otherwise endangered.+This effect lasts for a number of minutes equal to your ranks in [[priority:skills:diplomacy|Diplomacy]] or [[priority:skills:bluff|Bluff]], whichever is higher. This effect immediately ends if the target creature, or any of that creature's true allies, are attacked or otherwise endangered.
 </WRAP> </WRAP>
  
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   * **Requirements:** [[priority:skills:disguise|Disguise]] 5, 15 EXP   * **Requirements:** [[priority:skills:disguise|Disguise]] 5, 15 EXP
  
-You may use the Disguise skill as a Move Action by spending 3 [[game_systems:tactic_pool|TP]], and may always take 10 on Disguise checks. Once per day, you may treat any [[priority:skills:disguise|Disguise]] roll as a natural 20.+You may use the Disguise skill as a Move Action by spending 3 [[game_systems:tactic_pool|TP]], and may always take 10 on Disguise checks. Once per day, you may treat any [[priority:skills:disguise|Disguise]] roll as a natural 20. Lastly, you may spend [[game_systems:tactic_pool|TP]] up to your ranks in [[priority:skills:disguise|Disguise]] to gain an untyped bonus of the same amount to a Disguise check of your choice as an Immediate Action.
 </WRAP> </WRAP>
  
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   * **Requirements:** One Of You, Studied Strike, 50 EXP   * **Requirements:** One Of You, Studied Strike, 50 EXP
  
-As a Move Action, you may target a grappled, pinned, or helpless creature. By spending TP equal to their HD, you immediately perform the following:+As a Move Action, you may target a grappled, pinned, or helpless creature. By spending [[game_systems:tactic_pool|TP]] equal to their [[priority:health|HD]], you immediately perform the following:
  
-  * Make a Disguise check to assume their form.+  * Make a [[priority:skills:disguise|Disguise]] check to assume their form.
   * Shift your alignment to theirs.   * Shift your alignment to theirs.
-  * Hide their body, even when this would normally be impossible (Perception check to locate it is opposed by your previously made Disguise check).+  * Hide their body, even when this would normally be impossible (The [[priority:skills:perception|Perception]] check to locate the victim is opposed by your previously made Disguise check).
   * Studied Strike your target (3 round preparation not required).   * Studied Strike your target (3 round preparation not required).
  
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 ---- ----
 +===== Cloak and Dagger Style =====
 +
 +<WRAP round box>
 +==== Cloak and Dagger Style ====
 +  * **Requirements:** [[chargen:universal_talents#deft_maneuvers|Deft Maneuvers]], [[chargen:common_terms#core_stats|CST]] 8, 5 EXP
 +
 +Choose one light melee weapon. While using this style, whenever you use the attack action to attack an opponent during a surprise round with your chosen weapon, you can attempt a dirty trick combat maneuver check against that opponent as a free action. Additionally, if an adjacent target attempts to remove a condition that you inflicted upon it with the dirty trick combat maneuver, it provokes an attack of opportunity from you.
 +</WRAP>
 +<WRAP round box>
 +==== Cloak and Dagger Subterfuge ====
 +  * **Requirements:** Cloak and Dagger Style, [[priority:skills:sleight_of_hand|Sleight of Hand]] 8, 15 EXP
 +
 +While you are using Cloak and Dagger Style and wielding your chosen weapon, whenever you make an attack of opportunity against a target, you can attempt a free dirty trick combat maneuver check against the target as a free action as well. Additionally, whenever you successfully perform a dirty trick maneuver against a target, you can immediately attempt a steal combat maneuver check against the target as a free action. If you succeed, the target is unaware you have stolen an item.
 +</WRAP>
 +<WRAP round box>
 +==== Cloak and Dagger Tactics ====
 +  * **Requirements:** Cloak and Dagger Subterfuge, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:stealth|Stealth]] 12, 25 EXP
 +
 +While you are using Cloak and Dagger Style and wielding your chosen weapon, whenever you hit an opponent that is denied its Dexterity bonus to AC or that you are flanking, you can attempt a dirty trick combat maneuver check against that opponent as a free action. If you succeed, the target must succeed at a Fortitude save (DC = 10 + 1/2 your [[priority:prowess|Prowess]] + your Primary Attribute modifier) or take an additional penalty from the dirty trick selected from the following list: 
 +
 +  * Hindered
 +  * Confused
 +  * Exhausted
 +  * Staggered
 +
 +This additional penalty lasts as long as the dirty trick’s normal penalty lasts, and can be removed by the target with a Full Round Action. You can only attempt one free dirty trick combat maneuver check per round using this Talent against any given foe.
 +</WRAP>
 +
 +===== Jabbing Style =====
 +
 +<WRAP round box>
 +==== Jabbing Style ====
 +  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, 15 EXP
 +
 +When you hit a target with an unarmed strike or a light melee weapon and you have hit that target with an unarmed strike or a light melee weapon previously that round, you deal 1 STR or DEX damage. Additionally, you may choose to forgo standard damage dealt or used without unarmed strike but deal no damage aside from STR or DEX damage. (This ability damage restores at a rate of 1 per minute or can be removed with a heal check DC = Jabbers Secondary + BaB + 15.)
 +</WRAP>
 +<WRAP round box>
 +==== Jabbing Dancer ====
 +  * **Requirements:** Jabbing Style, [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:acrobatics|Acrobatics]] 8,  5 EXP
 +
 +Each time you hit with an unarmed strike or a light melee weapon while using Jabbing Style, you can move 5 feet without provoking an attack of opportunity as long as you move to a space adjacent to the opponent you hit with the unarmed strike or a light melee weapon. If you use this Talent, you cannot take a 5-foot step during your next turn.
 +</WRAP>
 +<WRAP round box>
 +==== Jabbing Master ====
 +  * **Requirements:** Jabbing Dancer, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:acrobatics|Acrobatics]] 12, 30 EXP
 +
 +While using Jabbing Style, the extra damage you deal when you hit a single target with two unarmed strikes or a light melee weapon increases to 2, and the extra damage when you hit a single target with three or more unarmed strikes increases to 4.
 +</WRAP>
 +
 +
 +===== Snake Style =====
 +
 +<WRAP round box>
 +==== Snake Style ====
 +  * **Requirements:** [[chargen:universal_talents#improved_unarmed_strike|Improved Unarmed Strike]], [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:sense_motive|Sense Motive]] 3, [[priority:skills:acrobatics|Acrobatics]] 3,  5 EXP
 +
 +You gain a +2 bonus on [[priority:skills:sense_motive|Sense Motive]] checks, and you can deal piercing damage with your unarmed strikes. While using Snake Style, when an opponent targets you with a melee or ranged attack, you can spend an immediate action and 3 TP to make a [[priority:skills:sense_motive|Sense Motive]] check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
 +</WRAP>
 +<WRAP round box>
 +==== Snake Sidewind ====
 +  * **Requirements:** Snake Style, [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:sense_motive|Sense Motive]] 6, [[priority:skills:acrobatics|Acrobatics]] 6,  15 EXP
 +
 +You gain a +4 bonus to CMD against trip combat maneuvers and on [[priority:skills:acrobatics|Acrobatics]] checks and saving throws to avoid being knocked prone. While using Snake Style, whenever you score a critical threat with your unarmed strike, you can make a [[priority:skills:sense_motive|Sense Motive]] check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.
 +</WRAP>
 +<WRAP round box>
 +==== Snake Fang ====
 +  * **Requirements:** Snake Sidewind, [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:sense_motive|Sense Motive]] 8, [[priority:skills:acrobatics|Acrobatics]] 8,  25 EXP
 +
 +While using Snake Style, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.
 +</WRAP>
  
  
 //Right behind you.// //Right behind you.//