Skill Tricks

Learning a skill trick costs 2 skill points. Whenever you aquire skill points, you can choose to spend skill points to aquire a skill trick instead of purchasing ranks in skills. You can learn any skill trick, as long as you meet the prerequisites and can afford to spend 2 skill points. You can't learn more than one skill trick at any given level, and your total skill tricks cannot exceed 1/2 your level rounded up.

There are 4 different types of skill tricks as shown in the list below.

Interaction Skill Tricks

Manipulation Skill Tricks

Mental Skill Tricks

Movement Skill Tricks


Interaction Skill Tricks

Skill Trick Prerequisite Description
Assume Quirk Disguise 5+ ranks When impersonating a particular individual, you can eliminate the normal spot bonus granted to a viewer familiar with that individual. The effect extends to all of your viewers. Using this trick requires no special action, but you can maintain the deception only for an hour a day.
Group Fake-Out Bluff 8+ ranks You can use bluff to feint in combat against more than one opponent. Make one bluff check opposed by separate sense motive checks for each opponent. For each opponent after the first that you wish to affect, you take a cumulative -2 penalty on your bluff check.
Never Outnumbered Intimidate 8+ ranks When you use intimidate to demoralize an opponent, you can affect all enemies within 10' that can see you, rather than only a single enemy you threaten. Each enemy rolls a separate modified level check to oppose your intimidate check, but the skill check otherwise works as normal.
Second Impression Bluff 5+ ranks, Disguise 5+ ranks If an observer sees through your disguise with a Spot check, you can (as an immediate action) attempt a bluff check to convince him that he's mistaken. Use the observer's spot check result as the DC for your bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show. You must be aware of the observers discovery in order to use this trick, you can't use it against someone viewing you secretly, nor can you use it against someone who sees through your disguise but keeps it to themselves. When in doubt, the DM should allow the character to use this trick if he has any reason to believe his cover has been blown. You can use this trick only once per day, but its effect extends to all viewers within 30' of you. This trick doesn't let you maintain a disguise that has been defeated by other means, such as true seeing.
Social Recovery Bluff 8+ ranks, Diplomacy 5+ ranks If your diplomacy check to influence an NPC's attitude fails, you can spend another full round talking to the NPC, then make a Bluff check with a -10 penalty. Use the result of this check in place of the failed Diplomacy check result, except it cannot improve the NPCs attitude by more than one step. Once you use this skill trick, you cannot use it on the same target again for 24 hours.
Timely Misdirection Bluff 8+ ranks If you succeed on a Bluff check to feint in combat, your opponent can't make any Attacks of Opportunity against you until the start of its next turn. This is in addition to the normal benefits of a successful feint.

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Manipulation Skill Tricks

Skill Trick Prerequisite Description
Clever Improviser Disable Device 5+ ranks, Open Locks 5+ ranks When making a Disable Device or Open Locks check without using tools, you ignore the normal -2 penalty. You can use this trick any number of times per day until you fail a disable device or open locks check made without using tools. After a failure, you can't use Clever Improviser again until after you have rested for 8 hours.
Conceal Spellcasting Concentration 1+ ranks, Sleight of Hand 5+ ranks, Spellcraft 1+ ranks You can cast a spell without revealing that you are doing it. Make a sleight of hand check as part of the action used to cast the spell, opposed by the spot checks of onlookers. If you are successful, an observer can't tell that you are casting a spell. That observer can't make an attack of opportunity against you, nor can it counter your spell.
Easy Escape Medium or smaller size, Escape Artist 8+ ranks If your opponent is larger than medium, you gain a circumstance bonus on your escape artist check to escape a grapple or pin. The size of the bonus depends on the size of your opponent: Large: +4, Huge: +8, Gargantuan: +12, Colossal: +16.
False Theurgy Bluff or Sleight of Hand 8+ ranks, Spellcraft 8+ ranks As a swift action, when casting a spell, you can adjust the spell's verbal and somatic components to mimic those of another spell of your choice of the same level. Any creature using spellcraft or any other means of identifying the spell you are casting believes it to be the other spell instead. This trick renders your spell immune to the normal counterspelling, though dispel magic or a similar effect still works normally. Of course, once the spell takes effect, it can be identified and dealt with normally.
Healing Hands Heal 5+ ranks If you succeed on a heal check made to stabilize a dying character, that character also heals 1d6 points of damage.
Hidden Blade Sleight of Hand 5+ ranks, Quick Draw After you have used the sleight of hand skill to successfully conceal a weapon, you can draw that weapon as a move action instead of a standard action. An opponent that was unaware of the concealed weapon is treated as flat-footed against the first attack you make that turn.
Mosquito's Bite Sleight of Hand 12+ ranks If you use a light weapon to strike an opponent that is flat-footed, you can choose to have that opponent not realize he has been hit until the start of your next turn. Instead, that opponent reacts as if you had attacked and missed. Using this skill trick doesn't require an action on your part. This trick doesn't allow your opponent to ignore any of the other effects of your attack, such as ability damage, poison on the blade or falling unconscious at zero hit points.
Opening Tap Open Lock 12+ ranks As a swift action you can make an open lock check with a -10 penalty by tapping a lock with a hard, blunt object, such as the pommel of a weapon. You don't take any additional penalty for making the check without thieves' tools. You can use this trick any number of times a day until you fail to open a lock in this manner. After a failure, you cannot use this trick again until you rest for 8 hours.
Quick Escape Escape Artist 12+ ranks This trick has two option, either of which can be used once per encounter. You can make an escape artist check to escape from a grapple or pin as a swift action. You can use this trick even if you have already used a standard action on your current turn to attempt the same escape. Alternately, you can make any escape artist check that would normally take a full round action as a move action. You can't use this option more than once per day against the same kind of restraint.
Shrouded Dance Hide 8+ ranks, Perform (Dance) 5+ ranks As a move action, you can attempt a DC20 hide check. If you succeed, you have concealment until the start of your next turn.
Sudden Draw Sleight of Hand 8+ ranks, Quick Draw If an opponent provokes an attack of opportunity from you, you can draw a weapon that you have successfully concealed using sleight of hand as an immediate action to deliver the attack of opportunity with that weapon. That opponent is treated as flat-footed against that attack with the concealed weapon.
Whip Climber Use Rope 5+ranks, Proficient with Whip. You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weight bearing object in order to climb a wall or swing across a chasm. You make climb checks using the whip as if it were a normal rope. Using this trick requires a use rope check as normal for securing a grappling hook but takes only a move action.

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Mental Skill Tricks

Skill Trick Prerequisite Description
Clarity of Vision Spot 12+ ranks As a swift action, you can attempt a DC20 spot check. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30'. This clarity lasts until the end of your turn.
Collector of Stories Knowledge (Any) 5+ ranks When you attempt a trained knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competance bonus on the check.
Listen to This Listen 5+ ranks Whenever you make a successful listen check to hear a noise, you can describe that sound any time up to an hour later with such clarity taht any individual hearing the description are treated as if they heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat verbatim to an ally who might be able to translate.
Magical Appraisal Appraise 5+ ranks, Knowledge (Arcana) 5+ ranks, Spellcraft 12+ ranks When you succeed by 5 or more on a spellcraft check to determine the school of magic of an aura surrounding a magic item (by casting detect magic), you can then spend one minute concentrating to also learn the properties of the item, as if you had cast an identify spell. You can use this trick once per day.
Point it Out Spot 8+ ranks When you make a successful spot check, you can spend an immediate action to grant a single ally a free spot check to see the same thing (with a +2 circumstance bonus). The ally must be within 30' of you and able to hear or see you to make use of this trick..
Spot the Weak Point Spot 12+ ranks As a standard action, you can attempt a spot check to find a weakness in your opponent's defenses. The DC of this check equals the opponent's AC. If the check succeeds, your next attack (which must be made no later than your next turn), is treated as a touch attack. If you use a ranged weapon to deliver the attack, your opponent must be within 30' of you in order for you to benefit from this trick.
Swift Concentration Concentration 12+ ranks You can maintain concentration on a spell or similar effect as a swift action.

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Movement Skill Tricks

Skill Trick Prerequisite Description
Acrobatic Backstab Tumble 12+ ranks If you succeed on a tumble check to move through an enemy's space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn. Your enemy must be standing on the ground or floor in order for you to use this trick.
Back on Your Feet Tumble 12+ ranks If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity.
Corner Perch Climb 8+ ranks If you succeed on a climb check to ascend or descend a 'chimney', where you can brace against opposite walls, or a corner where you can brace against perpendicular walls, you can suspend yourself momentarily. Until the end of your next turn, you can use your hands freely for other purposes (including attacking) without risk of falling. Atthe end of your next turn, you fall from the wall unless you succeed on a climb check against the normal DC + 5 (made as a move action) or you have succeeded on another climb check to move up or down the wall as normal.
Dismount Attack Ride 5+ ranks If your mount has moved at least 10' in this round and you succeed on a fast dismount, you can use a standard action to attack an adjacent opponent as if you had charged that opponent.
Escape Attack Escape Artist 8+ ranks When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn to use this trick.
Extreme Leap Jump 5+ ranks If you make a horizontal jump of at least 10' during your turn, you can spend a swift action to move an additional 10 for that turn.
Leaping Climber Climb 5+ ranks, Jump 5+ ranks If you begin a climb by making a jumb check as a swift action, you can add the vertical distance of your to the distance climbed in that round. Treat the jump check as being made with a running start even if you didn't move at least 20'.
Nimble Charge Balance 5+ ranks You can run or charge across a difficult surface without making a balance check.
Nimble Stand Tumble 8+ ranks You can stand up from a prone position without provoking an attack of opportunity.
Quick Swimmer Swim 5+ ranks If you succeed on a swim check to move at least 10', you can move an extra 10'as part of that action.
Slipping Past Escape Artist 5+ ranks, Tumble 5+ ranks As a swift action, you can ignore the additional movement cost and penalty on attack rolls and to AC when squeezing through a narrow space. The benefit lasts until the start of your next turn..
Speedy Ascent Climb 5+ ranks If you succeed on a climb check to move at least 10', you can move an extra 10' as part of that action.
Tumbling Crawl Tumble 5+ ranks By succeeding on a dC 15 tumble check, you can crawl 5' as a move action without povoking an attack of opportunity.
Twisted Charge Balance 5+ ranks, Tumble 5+ ranks When you charge, you can make one turn of up to 90 degrees during your movement. You can't move more than your speed as part of this charge. All other restrictions on charges still apply, and you must have line of sight to the opponent at the start of your turn.
Up the Hill Balance 5+ ranks, Tumble 5+ ranks You can move up a steep slope or stairs at your normal speed instead of half speed. This effect lasts for 1 round.
Walk the Walls Climb 12+ ranks, Tumble 5+ ranks You can move up a wall without making a climb check. Each 5 feet of vertical movement costs you 4 squares of movement, and you must begin and end your turn on a horizontal surface.
Wall Jumper Climb 5+ ranks, Jump 5+ ranks If you have succeeded on a climb check to ascend or descend a wall during thisor your previous turn, you can leap horizontally from that wall as if you had a running start.

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