Learning Skill Tricks
A character can learn a skill trick by spending 2 skill points. However, a character may only learn one skill trick when leveling up and even then, the total number of tricks the character knows cannot normally exceed half his or her character level. However, certain feats and prestige classes change this limitation.
If the retraining rules are used in a game, you can unlearn any one skill trick and spend 2 skill points to replace it with a new one.
You can learn a skill trick only once, you either know it or you don't.
Using Skill Tricks
Skill tricks are special maneuvers, so you can't just use them at will. Unless otherwise stated, you may only use a skill trick once per encounter (or once per minute for scenes not involving combat or other conflict). This restriction sets skill tricks apart from feats and class features, which are often repeatable.
Typically, performing a skill trick is either part of another action or an action in itself. Each trick's description differs on usage.
A skill trick usually "piggybacks" off of a skill check you're already making. For example, the Extreme Leaping skill trick functions only if you succed on a DC 20 Jump check (DC 10 if you have a running start) to make a horizontal jump, it doesn't require a seperate Jump check to use.
Using a skill check does not provoke AoOs unless a specific skill trick says otherwise. (or it involves an actiona that would normally provoke one, such as moving out of a threatened square).
Skill Trick-related feats
Cool Head
Prereqs: Any two mental skill tricks
Benefit: You immediately learn up to two mental skill tricks at no cost, and your limit on skill tricks known increases by one.
Freerunner
Prereqs: Any two movement skill tricks
Benefit: You immediately learn up to two movement skill tricks at no cost, and your limit on skill tricks known increases by one.
Sure Hand
Prereqs: Any two manipulation skill tricks
Benefit: You immediately learn up to two manipulation skill tricks at no cost, and your limit on skill tricks known increases by one.
Sweet Talker
Prereqs: Any two interaction skill tricks
Benefit: You immediately learn up to two interaction skill tricks at no cost, and your limit on skill tricks known increases by one.
Skill Trick-related Prestige Classes
BATTLE TRICKSTER
HD: d10, BAB: Good, Saves: Good Fort, 3 levels
Requirements
* Base Attack Bonus: +3
* Skills: Any three skills 6 ranks each
* Skill Tricks: Any two
Class Skills (4 + Int mod): Balance, Bluff, Climb, Craft, Handle Animal, Jump, Ride, Swim, Tumble, and Use Rope.
Class Features
Bonus Trick: At each odd class level, the battle trickster gains a bonus skill trick that he or she meets the requirements for. This bonus trick does not count against the limit for skill tricks he or she can know, nor does it cost any skill points to learn.
Bonus Feat: At 2nd level, the battle trickster gains a bonus feat from the fighter bonus feat list.
Tricky Fighting: At 3rd level, in any round that a battle trickster uses a skill trick, he or she gains a +1 competence bonus on the first attack roll he makes afterward in that round.
MAGICAL TRICKSTER
HD: d6, BAB: Poor, Saves: Good Will, 3 level PrC
Requirements
* Spellcasting: Able to cast 3rd level spells
* Feats: Any one metamagic feat
* Skill Tricks: Any two
Class Skills (4 + Int mod): Bluff, Climb, Concentration, Craft, Diplomacy, Jump, Knowledge (arcana/religion), Profession, Spellcraft, Tumble, and Use Rope.
Class Features
Spellcasting: +1 level of spellcasting class at levels 2 and 3. This benefit only applies to spells known and spells per day, not other class features such as familiars or bonus feats.
Bonus Trick: At each odd class level, the magical trickster gains a bonus skill trick that he or she meets the requirements for. This bonus trick does not count against the limit for skill tricks he or she can know, nor does it cost any skill points to learn.
Bonus Metamagic Feat: At 2nd level, the magical trickster gains a bonus metamagic feat.
Metamagic Trick: At 3rd level, once per day, a magical trickster can apply any one metamagic feat he or she knows to a spell without increasing its spell level. This adjustment cannot exceed four.
Tricky Magic: At 3rd level, in any round that a magical trickster uses a skill trick, the save DC of the first spell he or she casts afterward on that round is increased by 1.
Psionic Trickster: The Magical Trickster PrC can be modified for a psionic candidate, replacing Knowledge (psionics) and Psicraft for Knowledge (arcana) and Spellcraft. 2 power points may be spent to reuse a skill trick.
UNCANNY TRICKSTER
HD: d6, BAB: Fair, Saves: Good Ref, 3 level PrC
Requirements
* Skills: Any four skills 8 ranks each
* Skill Tricks: Any four
Class Skills (8 + Int mod): Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device and Use Rope.
Class Features
Class Features: +1 level of class features at levels 2 and 3. At these levels, you gain all class features (including spellcasting) of a class you belonged to before taking this prestige class. This benefit does not allow you to add that class' Hit Dice, attack progression, skill points, or saving throws. In the instance of multiple classes, you decide which class' features to increase at each level.
Bonus Trick: At each class level, the uncanny trickster gains a bonus skill trick that he or she meets the requirements for. This bonus trick does not count against the limit for skill tricks he or she can know, nor does it cost any skill points to learn.
Favorite Trick: At each level, choose a skill trick you know that you can only perform once per encounter. You may now use that skill trick an additional time during an encounter.
Tricky Defense: At 3rd level, in any round that an uncanny trickster uses a skill trick, he or she gains a +1 competence bonus on saving throws until the start of his or her next turn.
Interaction Tricks
Timely Misdirection
Prereqs: Bluff 8 ranks
Benefit: If you succeed on a Bluff check to feint in combat, your opponent can't make any AoOs against you until the start of its next turn. This effect is in addition to the normal benefits of a successful feint.
Assume Quirk
Prereqs: Disguise 5 ranks
Benefit: When impersonating a particular individual, you can eliminate the normal Spot bonus granted by a person familiar with that individual. This effect extends to all viewers.
Using this trick requires no special action, buy uou can maintain the deception for only 1 hour per day.
Never Outnumbered
Prereqs: Intimidate 8 ranks
Benefit: When you use Intimidate to demoralize an opponent, you can affect all enemies within 10 feet that can see you rather than a single enemy that you threaten. Each enemy rolls a seperate modifed level check to oppose your Intimidate check, but the skill check otherwise works as normal.
Second Impression
Prereqs: Bluff 5 ranks, Disguise 5 ranks
Benefit: If an observer sees through your disguise with a successful 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 what your disguise attempts to show.
You must be aware of the observer's discovery to use this skill trick. When in doubt, the DM should allow you to use it whenever you feel you've blown your cover.
You can only use this effect once per day, but its effect extends to all viewers within 30 feet of you.
This trick doesn't let you maintain a disguise that has been defeated by other means; for example, if your disguise self spell is penetrated by true seeing.
Quick Escape
Prereqs: Escape Artist 12 ranks
Benefit: This trick has two options, either of which can only 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 used a standard action on your current turn to attempt the same escape.
Alternatively, you can make any Escape Artist check that would normally require a full-round action as a move action. You can't use this maneuver more than once per day against the same kind of restraint.
Healing Hands
Prereqs: Heal 5 ranks
Benefit: If you succeed on a Heal check made to stabilize a dying character, that character also heals 1d6 hit points.
Opening Tap
Prereqs: Open Lock 12 ranks
Benefit: 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 thieve's tools.
You may use this trick as often as you wish until you fail an Open Lock check made in this way. After a failure, you may not use Opening Tap again until you have rested for 8 hours.
Hidden Blade
Prereqs: Sleight of Hand 5 ranks, Quick Draw
Benefit: After you have used Sleight of Hand successfully to 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 in that turn.
Sudden Draw
Prereqs: Sleight of Hand 8 ranks, Quick Draw
Benefit: If an opponent provokes an AoO from you, you can draw a weapon that you have successfully concealed using Sleight of Hand as an immediate action to deliver the AoO with that weapon. That opponent is treated flat-footed against the attack with the concealed weapon.
Mosquito's Bite
Prereqs: Sleight of Hand 12 ranks
Benefit: If you use a light weapon to hit a flat-footed opponent, you can choose to have the opponent not realize it had been it until the start of your next turn. Instead the 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 the opponent to ignore any of the other effects of your attack, such as ability damage from poison on your blad or falling unconscious when reduced to fewer than 0 hit points.
Whip Climber
Prereqs: Use Rope 5 ranks, proficiency with the whip
Benefit: 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 feat requires a Use Rope check as normal for securing a grappling hook, but takes only a move action.
Clever Improviser
Prereqs: Disable Device 5 ranks, Open Lock 5 ranks
Benefit: When making a Disable Device or Open Lock check without using thieves' tools you ignore the normal -2 penalty.
You may use this trick as often as you wish until you fail a Disable Device or Open Lock check made without using thieve's tools. After a failure, you may not use Clever Improviser again until you have rested for 8 hours.
Conceal Spellcasting
Prereqs: Concentration 1 rank, Sleight of Hand 5 ranks, Spellcraft 1 rank
Benefit: You can cast a spell without revealing that you are doing so. 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're casting a spell. That observer cannot make an AoO against you for casting, nor can it attempt to counter your spell.
False Theurgy
Prereqs: Bluff or Sleight of Hand 8 ranks, Spellcraft 8 ranks
Benefit: As a swift action when casting a spell, you can adjust the spell's verbal and somatic components to those of another spell of your choice of the same level. Any creature using Spellcraft or any other means to identify the spell you're casting believes it to be the other spell instead.
This trick renders your spell immune to the normal method of counterspelling, though dispel magic or similar effects all work normally. Of course, once the spell takes effect, it can be identified and dealt with normally,
Shrouded Dance
Prereqs: Hide 8 ranks, Perform (dance) 5 ranks
Benefit: As a move action, you can attempt a DC 20 Hide check to gain concealment until the beginning of your next turn.
Social Recovery
Prereqs: Bluff 8 ranks, Diplomacy 5 ranks
Benefit: 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 this result in place of the Diplomacy check results, excpt it can't improve the NPC's attitude by more than one step.
Regardless of the outcome, you cannot use this skill trick against the same target for 24 hours.
Collector of Stories
Prereqs: Knowledge (any) 5 ranks
Benefit: When using a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
Listen to This
Prereqs: Listen 5 ranks
Benefit: Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had 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 it verbatim to an ally who might be able to translate.
Point it Out
Prereqs: Spot 8 ranks
Benefit: 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). Your ally must be within 30 feet of you and able to see or hear you to benefit from this effect.
Clarity of Vision
Prereqs: Spot 12 ranks
Benefit: As a swift action, you can attempt a DC 20 Spot check. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet. This clarity lasts until the end of your turn.
Spot the Weak Point
Prereqs: Spot 12 ranks
Benefit: 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 against that opponent (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 feet of you in order to benefit from the trick.
Magical Appraisal
Prereqs: Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 12 ranks
Benefit: When you succeed by 5 or more on a Spellcraft check to determine the school of magic of the aura surrounding a magic item, you can then spend 1 minute concentrationg to also learn the properties of the item as if you had cast identify.
You may use this trick once per day.
Speedy Ascent
Prereqs: Climb 5 ranks
Benefit: If you succeed on a Climb check to move at least 10 feet, you can move an extra 10 feet as part of that action.
Corner Perch
Prereqs: Climb 8 ranks
Benefit: If you succeed on a Climb check to ascend or descend either a "chimney," where you can brace against two perpendicular walls you can suspend yourself momentarily. Until the end of your next turn, you can use your hands freely for any other purpose (including attacking, which is considered high ground where applicable)) without risk of falling. At the 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.
Escape Attack
Prereqs: Escape Artist 8 ranks
Benefit: When you escape from 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
Prereqs: Jump 5 ranks
Benefit: If you make a horizontal jump of at least 10 feet durng your turn, you can spend a swift action to move an additional 10 feet on that turn.
Dismount Attack
Prereqs: Ride 5 ranks
Benefit: If your mount has moved at least 10 feet 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.
Quick Swimmer
Prereqs: Swim 5 ranks
Benefit: If you succeed on a Swim check to move at least 10 feet, you can move an extra 10 feet as part of that action.
Tumbling Crawl
Prereqs: Tumble 5 ranks
Benefit: By succeeding on a DC 15 Tumble check, you can crawl 5 feet as a move action without provoking AoOs. Crawling normally provokes AoOs from any attackers who threaten you at any point during your crawl.
Nimble Stand
Prereqs: Tumble 8 ranks
Benefit: You can stand up from prone without provoking AoOs.
Acrobatic Backstab
Prereqs: Tumble 12 ranks
Benefit: 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
Prereqs: Tumble 12 ranks
Benefit: If you fall prone for any reason, you can stand up as an immediate action without provoking AoOs.
Leaping Climber
Prereqs: Climb 5 ranks, Jump 5 ranks
Benefit: If you begin a climb by making a Jump check as a swift action, you can add the vertical distance of your jump 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 feet.
Slipping Past
Prereqs: Escape Artist 5 ranks, Tumble 5 ranks
Benefit: 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. This benefit lasts until the start of your next turn.
Twisted Charge
Prereqs: Balance 5 ranks, Tumble 5 ranks
Benefit: When charging, you can make one turn of up to 90 degrees during your movement. 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
Prereqs: Balance 5 ranks, Jump 5 ranks
Benefit: You can move up a steep slope or stairs at your normal speed instead of at half-speed. This effect lasts for 1 round.
Wall Jumper
Prereqs: Climb 5 ranks, Jump 5
Benefit: If you have succeeded on a Climb check to ascend or descent a wall during this or your previous turn, you can leap horizontally from that wall as if you had a running start.
Walk the Walls
Prereqs: Climb 12 ranks, Tumble 5 ranks
Benefit: You can move up a wall without making a Climb check. Each 5 feet of vertical movement costs you 4 squares of horizontal movement, and you must begin and end your turn on a horizontal surface.