dons issus du Dirty Tactics Toolbox

dons du Dirty Tactics Toolbox
DonsSrcConditionsAvantages
Adversaire familierDTT-votre familiarité avec une créature particulière vous permet d'être plus efficace
Attaquant sournois accompliDTTcapacité attaque sournoisel'attaque sournoise augmente d'1d6
Attaque imprévisible supplémentaireDTTcapacité attaque imprévisiblevous obtenez une attaque imprévisible supplémentaire
Chant de batailleDTTcapacité performance bardiqueVous initiez une représentation bardique pendant le round de surprise
Combat déloyalDTT-il est plus facile d'effectuer une manoeuvre offensive sur un ennemi pris en tenaille
CombinesRSEBBA+1vous utilisez astucieusement votre équipement
Coup critique saleDTTInt 13, Expertise du Combat, Science du critique, Science du sale coup, BBA+11votre coup critique inflige un sale coup à votre adversaire
Désarmement saleDTTInt 13, Expertise du combat, Science du sale coup, Science du désarmement, BBA +6Vous pouvez faire un sale coup pendant que vous désarmez un ennemi.
Ennemi modulableDTTBBA +5, ennemi juré (n'importe quel humanoïde ou n'importe quel extérieur, capacité de classe ennemi jurévous pouvez changer momentanément d'ennemi juré
Initiative stupéfianteDTTScience de l'initiativevos adversaires sont pris au dépourvu jusqu'à ce qu'ils aient agi durant le combat
Lutte déloyaleDTTDex 13, Int 13, Expertise du combat, Science du sale coup, Science de la lutte, Science du combat à mains nues, BBA +6Vous infligez des sales coup lorsque vous luttez
Plaquage en volDTTScience de la bousculadeVous pouvez lutter contre l'adversaire que vous mettez au sol par suprise
Sens de l'embuscadeDTT-vous êtes capables de vous défendre pendant le round de surprise
Sort en embuscadeDTT-malus aux jet de sauvegarde contre vos sorts pendant le round de surprise
Tireur embusqué expertDTTDiscrétion 3 rangsLa pénalité pour rester caché lors d'un tir est réduite à -10
Tour ignobleDTT-Vous rendez plus difficile de se débarrasser de la condition imposée par un sale coup réussi
Toxine profondeDTTFrappe décisive, BBA+6, Artisanat (Poison) 6 rangs ou capacité utilisation des poisonsVos poisons durent plus longtemps et sont appliqués immédiatement




  • Voile amical
    Vous pouvez aider vos alliés à se cacher.
Condition. Discrétion 1 rang

Avantage. Lorsque vous êtes adjacent à un allié et que ni vous ni lui ne vous déplacez pendant au moins 1 round, et que vous tentez tous les deux un jet de Discrétion, cet allié peut utiliser le résultat de vote test de Discrétion s'il est meilleur que le sien

Friendly Shroud You can help conceal your allies. Prerequisite: Stealth 1 rank. Benefit: Whenever you are adjacent to an ally, and neither you nor that ally move for at least 1 round, and both you and that ally attempt Stealth checks, that ally can use your Stealth check result if it is better than his own.

  • Embuscade effrayante
    Vous êtes capable de surgir de l'ombre et de frapper de stupeur vos adversaires.
Catégorie. combat

Condition. Intimidation 1 rang

Avantage. Par une action libre, vous pouvez tenter un test d'Intimodation pour démoraliser un adversaire pris au dépourvu que vous attaquez.

Frightening Ambush (Combat) You are able to leap from hiding and strike great fear in your opponents. Prerequisite: Intimidate 1 rank. Benefit: As a free action, you can attempt an Intimidate check to demoralize a flat-footed opponent you attack.

  • Vigie améliorée
    Vous et vos alliés vous alertez les uns les autres en cas d'attaque surprise.
Condition.

Avantage.

Improved Lookout You and your allies alert each other to surprise attacks. Prerequisite: Lookout Benefit: Whenever you are adjacent to an ally who also has the Lookout teamwork feat, when either of you first takes an action, you both lose the f lat-footed condition.

  • Attaque sournoise inspirée
Catégorie. combat

Condition.

Avantage.

Inspired Sneak Attack (Combat) Your brilliant insight makes you more dangerous in combat. Prerequisites: Inspiration pool; sneak attack or studied strike class feature. Benefit: When dealing sneak attack or studied strike damage, you can expend a use of inspiration from your pool to reroll all of your sneak attack dice that resulted in 1s. If you have the powerful sneak rogue talent, rather than treat all 1s on your sneak attack damage dice as 2s, you can reroll all your sneak attack dice that resulted in 1s. If you have the deadly sneak advanced rogue talent, rather than treat all 1s and 2s on your sneak attack damage dice as 3s, you can reroll all your sneak attack damage dice that resulted in 1s or 2s. In either case, you must take the result of the rerolls, even if it’s worse than the original result.

  • Style du Kitsune
    Kitsune Style: Pulling from the trickster habits of kitsune, this style focuses on duping and incapacitating foes in the heat of combat.
  • Style du Kitsune
Catégorie. combat, style

Condition.

Avantage.

Kitsune Style (Combat, Style) Your quick movement and trickery allow you to catch opponents off guard. Prerequisites: Int 13, Combat Expertise, Improved Dirty Trick. Benefit: While using this style, you can attempt to perform a dirty trick in place of an attack at the end of a charge.

  • Tours du kitsune
    Kitsune Tricks (Combat, Style)
    Your quick wit and even quicker maneuvers leave your opponents reeling.
    Prerequisites: Int 13; Combat Expertise; Improved Dirty Trick ; Kitsune Style; base attack bonus +3 or monk level 3rd.
    Benefit: While you are using the Kitsune Style feat, you can apply two different conditions with a single dirty trick combat maneuver check. Removing both conditions imparted in this way requires only one action.
  • Vengeance du Kitsune
Kitsune Vengeance (Combat, Style)

You cleverly hide your attacks within your devious antics. Prerequisites: Int 13; Combat Expertise; Improved Dirty Trick ; Kitsune Style; Kitsune Tricks; base attack bonus +6 or monk level 6th. Benefit: While using the Kitsune Style feat, when a foe provokes an attack of opportunity from you, you can attempt to perform a dirty trick combat maneuver in place of making a melee attack.

  • Rage éclair
Lightning Rager Your primal instincts prevent you from being surprised. Prerequisite: Rage class feature. Benefit: If caught unawares during a surprise round, you can enter a rage as an immediate action. If you do, you gain a +2 insight bonus to your Armor Class for the remainder of the surprise round.

  • Maître du tir embusqué
Master Sniper (Combat) Your sniping is quick enough that you can fire a small volley unnoticed. Prerequisites: Expert Sniper, Rapid Shot, Stealth 6 ranks. Benefit: While hiding, you can make two ranged attacks at your highest attack bonus as a full-round action and then immediately use Stealth again. You take the normal penalties on your Stealth check to remain hidden. Effects that modify sniping apply to this full-round action. These attack rolls take a –2 penalty. Normal: You can fire only once when sniping.

  • Exploit du tir empoisonné
Poison Shot Deed (Grit) You can specially prepare bullets to deliver poisons that are normally used more subtly. Prerequisite: Amateur Gunslinger or grit class feature. Benefit: You can spend 1 grit point to load your firearm with 1 dose of inhaled or ingested poison as a move action. This action has no chance of exposing you to the poison (as if you had the poison use class feature). Shooting a firearm loaded with a poison in this manner is a standard action that provokes attacks of opportunity and sprays out the poison in a 15-foot cone. Any creatures caught in the blast take no damage but are exposed to this poison and must each immediately attempt a save against the poison as though the onset time had elapsed.

  • Empoisonnement puissant
Powerful Poisoning You can make powerful attacks that place more of your weapon’s poison into a target’s wounds. Prerequisites: Power Attack; Craft (poison) 3 ranks or poison use class feature. Benefit: When you damage an opponent with a Power Attack while using a poisoned weapon, you can forgo the bonus damage from Power Attack to increase the save DC of the poison by 1. When your base attack bonus reaches +4, and every +4 thereafter, the bonus to the poison’s save DC increases by an additional 1. This can’t cause the save DC to exceed 15 + 1/2 your character level.

  • Sort réflexe
Reflexive Caster You are ready to defend yourself with a spell at a moment’s notice. Prerequisites: Combat Reflexes, caster level 5th. Benefit: If you fail a Perception check that results in you being unable to act in a surprise round, you still roll initiative normally. You can act on your initiative count in the surprise round, but can only take a standard action to cast an abjuration spell that targets only yourself.

  • Regroupement dans tous les sens
Scurrying Swarmer (Combat) You abandon all notion of personal space when in danger, scurrying about your allies in search of the best vantage point from which to strike at your foes. Prerequisites: Ratfolk, swarming racial trait. Benefit: You can use your swarming racial trait to enter the square of any willing ally that is the same size as you or up to one size category larger, granting you the benefits of the swarming racial trait as if your ally were also a ratfolk with the swarming racial trait. Your ally gains no benefits from sharing its space with you unless it also has the swarming racial trait. Additionally, you treat any ally who shares its space with you as having the same teamwork feats that you do for the purpose of determining whether you gain a bonus from teamwork feats. Your ally doesn’t gain any of the bonuses from these feats unless she actually has the teamwork feats. You and your ally’s positioning and actions must still meet the prerequisites listed in a teamwork feat’s description in order to gain the teamwork feat’s listed bonus, but your ally is considered to be adjacent to you while you share her space for the purpose of determining whether you or your ally gains a benefit.

  • Coup critique sournois
Sneaking Critical (Combat, Critical) Your critical hits are particularly deadly. Prerequisites: Critical Focus, base attack bonus +9, sneak attack class feature. Benefit: Whenever you confirm a critical hit on a sneak attack, you can roll an additional number of sneak attack dice equal to your weapon’s critical modifier. Special: You can apply the effects of only one critical feat to a given critical hit unless you possess Critical Mastery.

  • Science du sale coup supérieur ?
Superior Dirty Trick (Combat) Your training in a particular dirty trick makes it especially effective. Prerequisites: Int 13, Combat Expertise, Greater Dirty Trick, Improved Dirty Trick, base attack bonus +8. Benefit: Choose one condition imposed by the dirty trick combat maneuver, such as blinded or entangled. The target must spend a full-round action in order to remove that condition. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different condition.

  • Assaut terrifiant
Terrifying Assault (Combat) Your foes flee when you appear suddenly. Prerequisites: Frightening Ambush, Intimidate 5 ranks. Benefit: When using Intimidate to demoralize an opponent during a surprise round, if you exceed the DC by 10 or more, you can make the target frightened for 1 round instead of shaken.

  • Sort toxique
Toxic Spell (Metamagic) You can infuse a spell with the power of a poison. Prerequisites: Craft (poison) 5 ranks, ability to cast 2nd level spells, poison use class feature. Benefit: You can use 1 dose of contact, ingested, inhaled, or injury poison as an additional material component for a spell you cast. This spell gains the poison descriptor (Pathfinder RPG Ultimate Magic 138). Select a single creature affected by the spell. If that creature fails its saving throw against the spell, it must also attempt a saving throw against the poison used as a material component. If the target fails the save against the poison, the poison takes effect immediately, ignoring any onset time. The poison uses its save DC (rather than the save DC of the spell), but is modified by any effects that increase the spell’s DC (such as Spell Focus). This feat works only with spells whose effects can be negated by a successful Fortitude save. A toxic spell uses up a spell slot 1 level higher than the spell’s actual level.

  • Toxine déloyale
Treacherous Toxin You twist a blade to force more of the poison on it into an enemy’s bloodstream. Prerequisites: Base attack bonus +5, sneak attack class feature. Benefit: When you make a sneak attack with a poisoned weapon, you can forgo some of your sneak attack damage to increase the save DC of your poison, increasing the poison’s save DC by 1 for every 1d6 points of sneak attack damage you forgo. This can’t cause the save DC to exceed 15 + 1/2 your character level.

  • Poison indétectable
Unseen Poison You can conceal the magic auras of poisons that you carry. Prerequisites: Bluff 5 ranks, Craft (poison) 5 ranks, ability to cast nondetection. Benefit: Whenever a creature attempts to magically detect poison you are carrying, the creature must succeed at a caster level check with a DC equal to 10 + your character level. On a failed check, that spell or magic ability fails to detect any poison you possess for the duration of the spell.

  • Sale coup magique ?
    Trick Spell (Metamagic)
    The vengeful nature of your goddess flows through your magic, turning your enemies against themselves.
  • Vérification
Verify Those whom you catch breaking a deal are more subject to your powers. Prerequisites: Ability to cast 1st-level spells, lawful evil alignment, worshiper of Asmodeus. Benefit: You gain a +5 bonus on Sense Motive checks to determine whether a creature is lying when you ask if it has followed the terms of a contract or deal to which it formally agreed. This includes all written and signed contracts, but also such things as witnessed oaths of loyalty and guild charters. If you succeed at such a Sense Motive check and learn that a creature has violated any part of such a formal bargain, that creature takes a –2 penalty on saving throws against your spells, spell-like abilities, and supernatural abilities.

  • Familier Guêpe
(((Wasp Familiar The goddess of lust, revenge, and trickery has granted you a living sting to show her favor in you. Prerequisites: Chaotic neutral alignment, worshiper of Calistria. Benefit: You gain a familiar as per the arcane bond class feature, using your character level as your wizard level. The familiar is a cat-sized, chaotic neutral wasp loyal to you. Use the statistics for a greensting scorpion familiar (Pathfinder RPG Ultimate Magic 188), but give it a base speed of 10 feet, a fly speed of 40 feet (average), no Climb bonus, and Fly +7. If you have the ability to gain a familiar through other means (such as the arcane bond class feature), and you are at least 5th level, instead use the statistics for an imp, but replace the invisibility spell-like ability with an unnatural lust (DC 14) spell-like ability usable three times per day. You can have only one familiar. If you ever grossly violate the code of conduct required by Calistria (a violation of the scale that would cause a cleric of Calistria to lose all spells and class features), your familiar turns on you and attacks you until it is killed. To regain a familiar, you must atone for your deeds with the atonement spell, and pay to have the slain familiar raised from the dead. If your familiar is slain or lost through other means, you can replace it using the normal rules for replacing familiars.

Special: This feat can be taken a second time by characters of 7th or higher level if they do not otherwise have access to familiars. Such characters have access to a wasp familiar that uses the statistics for an imp, as described above.
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