Scoundrel Abilities

Overview
These character choices are Thematic Abilities, and thus provide abilities which tend to promote a certain archetype. In this particular case, they are strongly involved in the sneaky, witty type character.

Barter
Cost: 10 XP

You gain a +3 to Diplomacy checks made when buying or selling goods or when bribing others. In addition, as an Immediate action, you can use her skills to pay 10% less for any single item bought using currency. This discount can be used once per day. The discount gained can only be equal to or less than 100 gp per point of Charisma you possess.

You can purchase higher levels of this ability. For every additional level you purchase, you can use the discount ability once more per day. Additionally, the gp limit increases by 100 gp. Every additional level you purchase increases in price by 10 XP.

Best Pals
Cost: 15 XP

Prerequisites: Sudden Friends, Way with Words, Diplomacy 10

This ability enhances your Sudden Friends ability, allowing it to work on any creature, even those who aren’t sentient. You still must be able to interact with the creature, and creatures who can’t understand you, whether due to not being sentient, being unable to understand you, or being of an alien mindset, receive a +5 bonus to their Willpower checks to resist (this stacks with the +5 bonus for being threatened by you or your allies).

In addition, this ability grants one additional use of the Sudden Friends ability.

Call Favor
Cost: 30 XP

Prerequisites: Diplomacy 5, Knowledge (Local) 5

Once per week, you may call in a favor from someone you know, assuming you have a way to contact said person. You gain an NPC at your disposal which is of a character total of 1/5th your character total. The NPC will attempt to help you to the best of their ability, so long as it is not suicidal, doesn’t seriously affect their resources, and takes one day or less. Exact details on how calling in the favor looks like, who the NPC is, and how they get along with the task are up to the DM.

You can purchase higher levels of this ability. Each additional level allows you to use this ability one additional time per week. Every additional level you purchase increases in price by 30 XP.

Child of Shadow
Cost: 5 XP

Prerequisites: Stealth 1

You are a creature of shadows, your very body being supernaturally charged with the very shadows of your nature. In shadowy light, you possess a 30% miss chance, rather than the normal 20% miss chance.

Clinging Darkness
Cost: 20 XP

Prerequisites: Child of Shadow, Grapple 4, Stealth 4

You can summon an area of supernaturally cloying darkness. The darkness has a 20 foot radius. All creatures which within the area must make a Reflex save or become immobilized. Each round, on its turn, an immobilized creature can attempt a new saving throw to end the condition. Because of the subject’s condition, this save is a full-round action (but does not provoke attacks of opportunity). If an immobilized subject succeeds on its save, it still needs to save again at the start of its next turn in order to avoid succumbing to the darkness again.

You can call this area of darkness into being a number of times per day equal to 3 + your Charisma modifier.

You can purchase higher levels of this ability. Each higher level increases the number of times you can use this per day by 2. Every additional level you purchase increases in price by 20 XP.

Deep Wound
Cost: 15 XP

Prerequisites: Sneak Attack +5d6, Poison Use

Whenever you make a sneak attack that successfully deals damage, you can opt to sacrifice any number of sneak attack dice to increase the DC of any poison that is applied by this attack by 1 per die sacrificed.

Double Agent
Cost: 20 XP

Prerequisites: Spying Sight, Sense Motive 5

You have learned a peculiar information gathering technique. Whenever you are affected by a spell, power or ability that allows someone to read your thoughts or learn anything about you, you in turn gain the same benefits against the assailant. No saving throw against this ability is allowed, and the assailant is unaware of the effect.

Draining Touch
Cost: 30 XP

Prerequisites: Child of Shadow, Unseen Weapon, Stealth 6, Melee (Unarmed) 6

You have learned the secret energies hidden behind shadows. You can deliver a melee touch attack, which is a standard action that does not provoke an attack of opportunity, to drain the life force of a creature. If the creature is successfully touched, they must succeed on a Fortitude save (DC equal to 10 + your number of ranks in Stealth + the your Charisma modifier) or else take 3d6 points of damage. As you consume the life force of another creature, it appears that your own shadow is taking the other creature’s shadow into itself.

You can purchase higher levels of this ability. Each higher level increases the damage by +1d6. Every additional level you purchase increases in price by 30 XP.

Draw Attention
Cost: 10 XP

Prerequisites: Diplomacy 5

You can attempt to talk an opponent down, forcing it to pay attention to you. This requires a Standard action that does not provoke an attack of opportunity. The creature can ignore you if it succeeds at a Willpower save or Concentration check (can use either, but only one) which is opposed by your Diplomacy check. If the creature fails, it is not denied its actions for that round, but it can only use them on itself or on you. You can attempt to maintain this ability for multiple rounds, but each additional round grants the creature a +2 bonus on their check. This ability is language dependent and can only affect sentient creatures.

Ephemeral Strike
Cost: 15 XP

Prerequisites: Child of Shadow, Unseen Weapon, Melee 7, Stealth 7

You can use one of your uses of Unerring Strike to make an Ephemeral Strike. When so used, the next melee attack you make deals an additional 1d6 points of damage, as extraplanar darkness momentarily replaces portions of your opponent's body.

In addition, you gain one extra use of the Unerring Strike ability.

You can purchase higher levels of this ability. Each higher level increases the extra damage from the Ephemeral Strike by +1d6. In addition, each higher level grants one extra use of the Unerring Strike ability. Every additional level you purchase increases in price by 15 XP.

Far Strike
Cost: 30 XP

Prerequisites: Child of Shadow, Unerring Strike, Melee 11, Stealth 11

You can use one of your uses of Unerring Strike to make an Far Strike. Your melee range is increased by 10 feet for 1 round.

In addition, you gain one extra use of your Unerring Strike ability.

Full Confidence
Cost: 10 XP

You can add her Charisma modifier to any check twice per day. This is a free action, but multiple uses cannot be used on a single check.

You can purchase higher levels of this ability. For every additional level you purchase, you can use this ability once more per day. Every additional level you purchase increases in price by 10 XP.

Gather All Information
Cost: 5 XP

Prerequisites: Diplomacy 1

You can make gather information checks much more quickly. They only take you one hour, and you can repeat checks a number of times equal to your Charisma modifier (minimum of 1) without drawing attention to yourself.

Haggler
Cost: 5 XP

Prerequisites: Way with Words, Diplomacy 7

Even if you fail a Diplomacy check by 10 or more, you can still attempt to ‘try again’ to make a better deal. However, you suffer a -2 penalty on all such checks. If you fail a check by -20 or more, you still cannot attempt to ‘try again.’

Hidden Death
Cost: 20 XP

Prerequisites: Skilled Craftsmanship, Craft (Poison) 10

Any poison you craft gains a +3 bonus to be undetected by spells and other supernatural abilities.

You can purchase higher levels of this ability. Each higher level increases the bonus to being undetected by +2. Every additional level you purchase increases in price by 20 XP.

Hide From Prying Eyes
Cost: 50 XP

Prerequisites: Superior Sneak, Stealth 13

You always receive a Willpower save to avoid being detected by magical or supernatural abilities which reveal your position. In addition, you receive a +3 bonus to these checks. For abilities which normally do not allow a Willpower save to avoid detection, the DC is set to 10 + the opposing creature's Willpower save + the opposing creature's Wisdom modifier.

Honeyed Words
Cost: 30 XP

Prerequisites: Bluff 5

You are always able to lie effectively. Even if supernatural means are employed to detect if you are lying, you can make a Willpower check (DC is usually equal to 10 + the opponents ranks in the appropriate skill + the opponent’s Charisma modifier) to appear to be telling the truth.

Judge of Character
Cost: 15 XP

Prerequisites: Sense Motive 5

You are very good at judging the nature of people. If you listen to a person talk for 1 minute, you can make a Sense Motive check opposed by the other person’s Willpower save or Bluff check (they can choose what they want to use). If you succeed, you learn that person’s mental ability scores. Additionally, you gain a +4 circumstance bonus on Diplomacy and Sense Motive checks against that person for one year.

If the target of this ability beats your check by 5 or more, they know that you were attempting to gain this information about them.

Leave No Leads
Cost: 40 XP

Prerequisites: Secret Identity, Spying Sight, Disguise 7

You are able to make your presence unknown and leave no traces of your activities. By spending one full minute with a person who is willing or unconscious, you can alter the memories of the individual to remove all traces of yourself. You can reach up to twelve hours in the past, but you can only remove memories of yourself or including yourself. The target’s mind alters the memory to fit the fact that you aren’t in it, changing in the way of least resistance.

The target receives a Willpower save to resist the change. The DC is equal to 10 + your ranks in Stealth + your Charisma modifier. After one week, the target can make another Willpower save. If they succeed, they remember all their memories, and the fact that they were altered. If they fail, the changed memories remain changed. Evidence that their memories have been altered invoke another Willpower save to remember.

Mysterious Stranger
Cost: 40 XP

Prerequisites: Secret Identity, Spying Sight, Disguise 5

You are adept at quickly switching from one identity to another. A number of times per day equal to your Charisma modifier, you can mask your form. You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature physiotype (although you can appear as another origin or subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The ability does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this ability to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamour gets a Willpower save to recognize it as an illusion.

This change lasts for ten minutes per rank in Disguise you possess.

You can purchase higher levels of this ability. For every additional level you purchase, you can use this ability one additional time per day. Every additional level you purchase increases in price by 40 XP.

Perfect Stealth
Cost:

Poison Use
Cost: 5 XP

You are highly adept at using poisons. You no longer risks accidentally poisoning yourself when applying poison to a blade.

Poisoner
Cost: 5 XP

Prerequisites: Poison Use

You are particularly ruthless when using poisons. The DCs of any poison you use is increased by +2.

You can purchase higher levels of this ability. Each higher level increases the DC of the poisons used by 1. Every additional level you purchase increases in price by 5 XP.

Reconnaissance
Cost: 10 XP

Prerequisites: Perception 6, Stealth 6

You gain the ability to learn quite a bit about an area simply by watching it for a while. By studying a small area, such as a street or a boat, for 10 minutes, you gain a +4 competence bonus on all Climb, Disable Device, Disguise, Hide, Move Silently, and Perception checks made within that area for the next 12 hours.

You can purchase higher levels of this ability. Each higher level increases the bonus gained from using this ability by +1. Each additional level of this ability increases in price by 10 XP.

Reinforced Fortitude
Cost: 5 XP

You gain a +3 bonus to resist poisons.

You can purchase higher levels of this ability. Each higher level increases the bonus to resist poisons by +1. Every additional level you purchase increases in price by 5 XP.

Secret Identity
Cost: 5 XP

Prerequisites: Stealth 3, Willpower 3

You have become even more capable of protecting your mind from detection. You gain a +3 bonus on Willpower checks to have your lies detected by supernatural means.

Sense Traps
Cost: 30 XP

Prerequisites: Disable Device 6, Perception 6,

Whenever you pass within 15 feet of a concealed trap, you get to make a Perception check to detect it.

Shadow and Stealth
Cost: 15 XP

Prerequisites: Child of Shadow, Unseen Weapon, Stamina 5

Growing even deeper into shadow, you become engulfed in the same darkness which cloaks your weapons. You gain a +3 circumstance bonus to Stealth checks while within this darkness, and your miss chance while in shadowy illumination increases to 50% while cloaked in this darkness.

Shadow Illusion
Cost: 25 XP

Prerequisites: Child of Shadow, Clinging Darkness, Shadow Vision, Perception 5, Stealth 5

You can creature visual illusions. The illusions can be of dimensions equal to four 10-foot cubes. The illusion can be of any object, creature, or force, as you visualize. The illusion does not create sound, smell, texture, or temperature. You can move the image so long as it stays within the effects. You can use this ability once per hour.

You can purchase higher levels of this ability. For every additional level you purchase, you can use this ability once more per hour, and you can create one additional 10-foot cube when you use it. Every additional level you purchase increases in price by 25 XP.

Shadow Jump
Cost: 40 XP

Prerequisites: Child of Shadow, Acrobatics 10, Stealth 10

You gain the ability to travel between shadows as if they were doors. The limitation is that the supernatural transport must begin and end in an area with at least some dim light. You can jump to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each.

You can bring any number of objects with you, so long as the total weight does not exceed your maximum load. You can also choose to bring another Medium creature with you (carrying gear up to its maximum load). You can choose to take larger creatures with her, but they take up more space; a Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so on. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you

You can purchase higher levels of this ability. For every additional level you purchase, you can jump 40 feet further per day, and can carry one additional Medium sized creature with you. Every additional level you purchase increases in price by 40 XP.

Shadow Master
Cost: 30 XP

Prerequisites: Child of Shadow, Shadow and Stealth, Unseen Weapon, Stealth 14

Whenever you are within an area of dim light, you gain damage reduction 10/- and a +3 luck bonus on Fortitude, Reflex and Willpower checks. In addition, whenever you successfully score a critical hit against a foe in an area of dim light, that foe is blinded for 1d6 rounds.

Shadow Vision
Cost: 20 XP

Prerequisites: Child of Shadow, Perception 4

You learn how to see through darkness, to be unhampered by it. You gain low-light vision. If you already possess low-light vision, this increases to improved low-light vision. If you already possess improved low-light vision, this improves to superior low-light vision.

You can purchase higher levels of this ability. Each higher level grants the next level of low-light vision, unless you already possess superior low-light vision, at which point you gain undervision. Every additional level you purchase increases in price by 20 XP.

Shadowy Strike
Cost: 10 XP

Prerequisites: Child of Shadow, Unerring Strike, Melee 9, Stealth 9

You can use one of your uses of Unerring Strike to make an Shadowy Strike. The next melee attack you make is resolved as a melee touch attack, ignoring armor and natural armor.

In addition, you gain one extra use of your Unerring Strike ability

Skilled Craftsmanship
Cost: 10 XP

Prerequisites: Poison Use, Craft (Poison) 4

Any poison you personally craft has its DC increased by +2. This stacks with the increased DC of the Poisoner ability.

Sneak Attack
Cost: 10 XP

A sneak attack is a blow delivered to a vital spot on an opponent, which delivers greater damage. If you catch an opponent when he is unable to defend himself effectively, then you can strike for a more impressive blow. This deals an extra +1d6 damage to the opponent.

You can deliver a sneak attack any time that the target would be denied a Dexterity bonus to Dodge checks (whether the target actually has a Dexterity bonus or not), or when you flank the target.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

A sneak attack is considered precision damage, and is therefore only applicable to creatures with anatomies with discernible vital areas to attack. Any creature immune to critical hits is likewise immune to sneak attacks. To use a sneak attack, 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. A sneak attack cannot be delivered to a creature with concealment or striking the limbs of creature whose vitals are beyond reach.

You can purchase higher levels of this ability. For every additional level of sneak attack purchased, the damage dealt increases by +1d6. Every additional level you purchase increases in price by 10 XP.

Spying Sight
Cost: 15 XP

Prerequisites: Perception 1

You can achieve a heightened sense of being, allowing you to notice more minute things than a normal person could. You can enter this state as a Move action once per hour. For five minutes, you gain a +4 bonus on Perception checks. Additionally, for the first five rounds of the duration, you automatically detect magical sensors and ignore glamour effects.

You can purchase higher levels of this ability. For every additional level you purchase, you can use this ability once more per hour. Every additional level you purchase increases in price by 15 XP.

Sudden Friends
Cost: 10 XP

Prerequisites: Diplomacy 5

A number of times per day equal to your Charisma modifier (minimum of one), you may cause another person whom you can communicate with to become more friendly to you. By using this ability as a Full-Round action, you cause a creature you can communicate with to jump to two steps higher in terms of attitude. The creature can receive a Willpower save to resist this effect, with a DC equal to 10 + your ranks in Diplomacy + your Charisma modifier. If the creature is currently being threatened by you or your allies, they receive a +5 bonus on this check. This effect lasts for one hour.

You can purchase higher levels of this ability. Each higher level grants you one additional use of this ability per day, and increases the length of the effects by one hour. Each additional level of this ability increases in price by 10 XP.

Superior Stealth
Cost: 10 XP

You are highly trained at moving through dangerous corridors. You gain a +1 bonus on saving throws made to avoid traps and magic symbols, and a +1 dodge bonus to Defense checks against attacks made by traps.

You can purchase higher levels of this ability. Each higher level increases the bonuses you gain by +1. Each additional level of this ability increases in price by 10 XP.

Trap Hunting
Cost: 20 XP

Prerequisites: Superior Stealth, Stealth 6

You can share you bonus to avoiding traps with all allies within 15 feet.

You can purchase higher levels of this ability. Each higher level increases the range at which you can convey your bonuses on your allies by 10 feet. Each additional level of this ability increases in price by 20 XP.

Unexpected Strike
Cost: 15 XP

Prerequisites: Child of Shadow, Unseen Weapon, Melee 5, Stealth 5

You can use one of your uses of Unerring Strike to make an Unexpected Strike. When so used, the next opponent you attack in melee is denied their Dexterity bonus to AC (if any).

In addition, you gain one extra use of Unerring Strike.

Unseen Weapon
Cost: 10 XP

Prerequisites: Child of Shadow, Melee 4, Stealth 4

You learn how to imbue your weapons with shadows. As a standard action, you can wrap any melee weapon you wields in a layer of shifting shadows. This causes the weapon to darken, become less distinct, and leave a trail of shadow behind it as it moves. Your weapon must be in hand and ready to use for you to draw upon this power. You can dismiss the effect with a free action; dropping or sheathing the weapon also ends the effect.

Three times per day, you can activate the Unerring Strike ability of your unseen weapon as a Swift action.

Unerring Strike: The next melee attack you make ignores any miss chance because of concealment or total concealment.

You can purchase higher levels of this ability. For every additional level of unseen weapon purchased, you gain two additional uses of the unerring strike ability per day. Every additional level increases in price by 10 XP.

Untouchable
Cost: 20 XP

Prerequisites: Draw Attention, Bluff 7

You can convince creatures not to harm you. As a Full-Round action that does not provoke attacks of opportunity, you can convince a creature that you are somehow immune or invulnerable, or that harming you is a very poor choice. The creature must be able to hear and see you to be affected. The creature gets a Willpower save to resist, which is opposed by your Bluff check. If it fails, the creature cannot willfully approach you, or attack you at range, nor even indirectly cause your death (this does not mean it will put itself in danger to stop you from being hurt, but if you were to use this on the leader of a group of bandits, she might tell the others to stand down if they tried to attack you). This ability is language dependent and can only affect sentient creatures. The effect lasts for a number of rounds equal to 3 + your Charisma modifier. If you attack the creature, the effect ends.

You can purchase higher levels of this ability. For every additional level you purchase, the number of rounds it lasts goes up by 2, and you can affect one additional creature every time you use this ability (assuming both are able to hear you). Each additional level of this ability increases in price by 20 XP.

Urban Camouflage
Cost: 30 XP

Prerequisites: Superior Sneak, Stealth 10

You have become terribly adept at concealing your presence in different locales. You can always use the Stealth skill in any sort of urban terrain, even if the terrain doesn't grant cover or concealment.

Urban Vanish
Cost: 50 XP

Prerequisites: Superior Sneak, Urban Camouflage, Stealth 13

You can use the Stealth skill even while being observed, so long as you are within some form of urban terrain.

Way with Words
Cost: 5 XP

Prerequisites: Diplomacy 5

You only suffer a -5 penalty when making rushed Diplomacy checks (a rushed attempt is normally at a -10 penalty).

You can purchase higher levels of this ability. Each additional level decreases the penalty by -1, to a minimum of -0. Each additional level of this ability increases in price by 5 XP.