This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Path of the Sleuth ====== <WRAP center 50%> {{:paths:pasted:20231117-011827.jpeg|Behind this mask, is another mask.}} </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.// ---- ===== Key Skills ===== Upon taking the Path of the Sleuth, you gain the following Key Skills: * [[priority:skills:con|Con]] * [[priority:skills:negotiation|Negotiation]] * [[priority:skills:search|Search]] * [[priority:skills:perception|]] * [[priority:skills:stealth|]] ---- ===== Studied Strike ===== * **Requirements:** Sneak Attack 5d6, [[priority:skills:perception|Perception]] 5, 20 EXP You may spend a Standard Action to study a target of your choosing for 3 rounds prior to making a Sneak Attack against them. If you do so, the attack is instead considered a Studied Strike. If you successfully hit a Studied Strike attack, and inflict damage accordingly, the attack has a chance of paralyzing or outright killing the target (your choice). This Talent fails if you are detected or recognized as an enemy by your target. If the victim fails a Fortitude save (DC 10 + your BaB + your [[game_systems:tactic_pool#secondary_martial_attributes|Secondary Attribute Modifier]]), they either die, or are rendered helpless and unable to act for 1d6 minutes, depending upon your desired effect. If the victim succeeds on their saving throw, the attack is applied as a normal Sneak Attack. Once you have completed the three rounds of study, you must make the Studied Strike within the next minute. ---- ===== Investigator's Trail ===== <WRAP round box> ==== Crime Scene Analyst ==== * **Requirements:** [[priority:skills:perception|Perception]] 5, 15 EXP By examining any piece of a creature's remains, as little as drops of their blood, you may roll a Perception check against a DC equal to the creature's [[priority:health|Hit Dice]] + 10. Success provides you with the following information: * What the creature was (including specifics, such as gender, race, and lifestyle) * How was the creature slain (a general outline of the probable cause of the creature's demise) * When the death occurred This information may be distorted by deliberate magical means. </WRAP> <WRAP round box> ==== Arcane Eye (Ex) ==== * **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 3 [[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 round box> ==== Discern Lies (Ex) ==== * **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. </WRAP> <WRAP round box> ==== Face In The Crowd ==== * **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. 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 round box> ==== One More Thing (Su) ==== * **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 [[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 [[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> ---- ===== The Infiltrator's Trail ===== <WRAP round box> ==== Many Faces (Ex) ==== * **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. 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 round box> ==== Act Like You Belong (Ex) ==== * **Requirements:** [[priority:skills:bluff|Bluff]] 5, 15 EXP You may spend [[game_systems:tactic_pool|TP]] up to your ranks in [[priority:skills:bluff|Bluff]] to gain an untyped bonus of the same amount to a Bluff check as an Immediate Action. This ability overrides truth-compelling magic, such as [[priority:magic:spells:tier2:zone_of_truth|]]. </WRAP> <WRAP round box> ==== Hidden Motives (Ex) ==== * **Requirements:** Many Faces, Act Like You Belong, 20 EXP Your alignment is not detectable by any means short of divine intervention, unless you allow it. </WRAP> <WRAP round box> ==== Eyes Open (Ex) ==== * **Requirements:** Hidden Motives, 25 EXP You may spend 5 [[game_systems:tactic_pool|TP]] to reroll a failed saving throw against any mind-affecting effect, with a +5 bonus to the roll. You may use this ability in conjunction with [[game_systems:hero_points|Hero Points]], for a guaranteed minimum result of 16. </WRAP> <WRAP round box> ==== One Of You (Ex) ==== * **Requirements:** Hidden Motives, 20 EXP As an Immediate Action, you may display your alignment as whatever you wish. Additionally, you always know when a creature or effect are attempting to discern your alignment. </WRAP> <WRAP round box> ==== Breach Defenses ==== * **Requirements:** One Of You, Studied Strike, 50 EXP 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 [[priority:skills:disguise|Disguise]] check to assume their form. * Shift your alignment to theirs. * 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). Divination spells looking for the creature you have replaced target you instead, and any magical glyphs or sigils will treat you as the creature targeted. Only a deity is capable of seeing through this deception. </WRAP> ---- ===== 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.//