Professional bonus
L1 - Methodical Edge: Subterfuge
B - Adept Adventurer (2nd)
B - Subterfuge sphere, D: Impressionist, B: Unrecognizable Mannerisms
B - (feat) Deft Maneuvers
L2 - Methodical Edge: Body Control
B - Boxing Sphere D: Wily Dodger, B: Headfake (sub for IUS)
B - Body Control : Emotional Restraint (control)
B - +1 to CON
L1 Canny Scoundrel (Keen Blades)
B - Scout Sphere, D: Hidden Eyes, B: Active Camouflage
B - Scoundrel Sphere, D: Hidden Scoundrel, B: Bob & Weave
B - Equip: Unarmored Training +4 AC
Bravo
B - Guardian (Patrol)
B - Performance: Guarded Twist
L1 - Guardian: Swift Guardian
L2 - Barrage Sphere, D: Cautious, B: Close Combat Specialist
L2 [util] - Performance: Captivating Spectacle
L3 - Barrage: Mobile Focus
L4 [util] - Performance: Rhapsodic Trance
L5 - Guardian: Iron Wall
Autumn Longbriar
Halfling Bravo 5 | unchained rogue 3 (Canny Scoundrel, Grifter) / Professional 2 // Notorious Celebrity 1
CG Small humanoid (halfling)
Init +7; Senses Perception +10
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Defense
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AC 23, touch 22, flat-footed 17 (+4 unarmored, +1 enhancement, +5 Dex, +1 size, +1 deflect, +1 dodge)
hp 65 (5d10+10(con)+5(static))
Fort +8, Ref +11, Will +8;
Defensive Abilities evasion, reroll save 1/day
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Offense
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Speed 30 ft.
Melee mwk adamantine spiked chain +12 (1d6+7)
Special Attacks sneak attack (unchained) +2d6
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Statistics
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Str 9, Dex 20, Con 14, Int 8, Wis 14, Cha 20
Base Atk +5; CMB 3 (9 w/ DEX); CMD 19 (21 v Grapple)
Feats Weapon Finesse(B), Combat Reflexes (B), Dodge (+ Mobility) (B), Extra Skill Talent, Extra Rogue Talent : Confidence (Fortitude), Utilitarian Dilettante, Extra Combat Talent, Extra Combat Talent
Traits Second Chance, Helpful, Irrepressible
Background Docker
Skills sheet Languages Common, Halfling, Primordial, Dwarven
Gear sheet
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Rogue Class Abilities
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Evasion (Ex)
If succeed on Reflex save for half dam, take none instead.
Finesse Training
Get Weapon Finesse a free feat, and +DEX to damage with spiked chains. Can select 2nd weapon at 11th and 3rd at 19th.
Sneak Attack (Unchained) +2d6
Attacks deal extra dam if flank foe or if foe is flat-footed
Swindler (Ex)
The Grifter is adept at the art of deception and finesse when at the table; whether it be with cards, dice, or other games of chance, the grifter knows a way to cheat her way to victory. The grifter gains a competence bonus to Profession (gambler) checks equal to half her rogue level, and may use Profession (gambler) instead of a Bluff, Intimidate, Perception, Sense Motive, or Sleight of Hand check when using such checks in a game of chance.
The grifter unlocks skill leverage with Profession (gambler), and can spend 1 use of skill leverage to use her Profession (gambler) modifier for a Sense Motive, Sleight of Hand, or Bluff check as long as she could take 10 on the check.
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Professional Class Abilities
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Consummate Professional (Adventurer) Gain [Prof level] ranks in Professional (Adventurer), and may use that skill in place of Sense Motive. Also may use this skill to find the best prices on equipment, the best inns and taverns to select during their journey, and know the best times of day to practice their trade, as appropriate to the selected skill.
Professional Method: Subterfuge Specialization
. . Methodical Edge 1: Con Artist, Concealed Intentions (Ex) Gain Subterfuge sphere & Improved Feint Deft Maneuvers
. . Methodical Edge 2: Self Mastery, Physical Training (Ex) Gain Body Control talent, Improved Unarmed Strike Boxing Sphere, & +1 to CON
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Bravo Class Abilities
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Careful Footwork (Ex)
Whenever the bravo moves from his space, the first square he moves from is not considered threatened by any opponent he can see (invisible creatures still get attacks of opportunity against him). Additionally, the bravo can spend a swift action to take a 5-foot step, which does not count as movement for the purposes of determining if he can 5-foot step or otherwise move during his turn.
Confounding Strike (Ex) (DC 17, 2 rounds)
As long as the bravo has martial focus, he can make a confounding strike against a creature as an immediate action whenever he succeeds an attack roll or combat maneuver against them (and they are within close range). Will save or become uncertain for 1 round + 1 round per 4 bravo levels he possesses. This is a mind-affecting, emotion, and disorientation effect. At 7th level, the creature instead becomes shocked on a failed save, or uncertain for the duration on a successful save.
Cunning Celerity (Ex) : 95%
Gain a dodge pool equal to 50% + 15% for every bravo level he attains after 2nd. The bravo can expend an attack of opportunity and reduce his dodge pool in increments of 5% to gain an equivalent amount of miss chance (maximum 20%) against an attack that he is aware of. This miss chance stacks with other miss chances, although the combined miss chances cannot exceed the maximum miss chance he could apply using this ability. If an attack affected by this ability still hits the bravo, his dodge pool replenishes half the expended amount from the attack. The bravo loses access to his dodge pool if he is fatigued, exhausted, or has lost his Dexterity bonus to AC. If the bravo moves at least 10 feet on his turn, the maximum miss chance he can grant himself using his dodge pool increases to 50%. This dodge pool replenishes after 1 hour of rest.
. . Mercurial Celerity (Ex)
When you use cunning celerity, you can expend martial focus or outwit the attacker to have the percentile die rolled twice, taking the best result.
Additionally, if the bravo avoids an attack using his cunning celerity ability, the bravo can outwit the attacker to make an attack of opportunity against them.
Exploit Uncertainty (Ex) (+1 to hit/dam, +10’ (morale) to speed, for LVL rounds)
When the bravo outwits a creature, he gains a +1 bonus to weapon attack and damage rolls against them and a +10-foot morale bonus to all speeds he possesses for a number of rounds equal to his operative modifier (minimum 1). At 6th level and every four levels thereafter, the bonus to attack and damage rolls increases by +1.
Spontaneous Technique (Ex) - 5 talents, 5/day
Once per day, the bravo can spend 1 hour and choose a number of combat or skill talents he does not possess equal to his operative modifier (minimum 1), +1 per 3 bravo levels after 4th, making them prepared. Once chosen, these talents cannot be changed until he spends another 1 hour to change them. The bravo must possess the talent’s base sphere and must meet any prerequisites (if the talent is legendary or exceptional); if a talent offers a choice as part of gaining it, he makes that choice when he prepares the talent.
As a move action, the bravo gains (or replaces) 1 prepared talent, +1 talent at 8th, 14th, and 18th level—he can only have 1 prepared talent active at one time, +1 at 8th, 14th, and 18th level. The bravo can use this ability a number of times per day equal to 3 + 1/2 his bravo level.
When he can have multiple prepared talents active at once, a talent can meet the prerequisites of another talent for as long as both remain prepared.
At 8th level, the bravo can spend a swift action to gain (or replace) 1 prepared talent, +1 talent at 14th and 18th level. Additionally, the bravo can spend 1 minute (or a standard action by spending 1 use of skill leverage) and 1 use of spontaneous technique to change a prepared talent (as long as he does not choose a [utility] talent).
At 14th level, the bravo can spend a free or immediate action to gain (or replace) 1 prepared talent, +1 talent at 18th level.
Moxie (Ex) (DC to affect w/ skill checks: +4)
Whenever the bravo is suffering from an emotion-based condition that is caused by a skill use, every 1 round that elapses on the condition’s duration instead counts as 2 rounds. Additionally, the DC to affect him with skill checks is increased by 2 + 1 for every 2 bravo levels thereafter he possesses. Can use CHA in place of INT to determine if he meets the prerequisites for combat feats.
Whim: Elegance
. . Graceful Watch (Ex)
The bravo can move up to his speed as part of beginning a patrol, allowing him to begin a dance at the same time–if he does, he treats his area of patrol as his dance radius.
Additionally, the bravo can use his cunning celerity ability (or similar uses of his dodge pool) to confer its benefits to an ally within his threatened area—he can move to put the ally within reach (with the normal limits for moving as part of your patrol) as part of doing so if he has an active patrol.
At 5th level, whenever the bravo avoids an attack using his cunning celerity ability, he can move 5 feet–if the attack was a melee attack, the bravo must remain within the attacker’s threatened area with this movement.
. . Exploit Uncertainty: External Choreography (Ex)
The bravo’s exploit uncertainty bonus also applies to Reflex saving throws against that opponent’s spells and abilities.
Additionally, whenever the bravo outwits a creature, they are forced to move up to 15 feet in any direction of the bravo’s choice (as long as the location is not directly harmful to them, such as onto a bed of spikes), which does not provoke attacks of opportunity. This movement is treated as if the bravo himself had moved for the purposes of maintaining any active dance he is maintaining (including for his following turn).
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Notorious Celebrity Class Abilities
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Attention Getter (Ex) Whenever a notorious celebrity makes a Perform check or successfully uses Intimidate to demoralize an opponent, each enemy aware of him takes a –2 penalty to attack rolls against targets other than the celebrity until the end of his next turn.
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Traits
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Second Chance (aka Lessons of Chadira, religion trait) 1/day, can re-roll a failed save
Helpful (racial trait) +4 aid bonus
Irrepressible (faith trait) use CHA for charms & compulsion
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Racial Abilities
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Fey-Quickened You gain Run as a bonus featAthletics (Run package) and a +2 racial bonus on initiative checks. This racial trait replaces fearless and keen senses
Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Halfling Luck +1 racial to saves
Shadowhunter Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Replaces weapon familiarity.
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Feats
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Combat Reflexes - 6 (1+DEX / round) and can AoO while FF.
Deft Maneuvers +2 to dirty trick, disarm, feint, reposition, steal, and trip maneuvers, and they don’t trigger AoOs.
Docker’s Jank (Theme Feat)
Select up to four allies to be affected by this feat. Once per combat,
each ally may, as swift action, attempt the aid another action, granting another ally
(or yourself) either a +1 bonus on his next attack roll or a +1 bonus to his AC. You
can switch your four chosen allies if you spend a few hours training with them. If
you choose Docker’s Jank as your character’s theme feat, the party’s Prestige with
Flint starts at 2 instead of 1.
Stamina Pool: 7 (BAB + CON), regain 1 / min of rest
Combat Patrol (Combat): When moving before or after making an attack of opportunity while using Combat Patrol, you can spend 1 stamina point per 5 feet moved. When you do, that movement does not provoke attacks of opportunity.
Combat Reflexes (Combat): When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round.
Dodge (Combat): When you move your speed or farther, you can spend a number of stamina points up to double your Dexterity bonus. If you do, until the start of your next turn, you gain an increase to the dodge bonus granted by the Dodge feat equal to half the number of stamina points you spent.
Mobility (Combat): Your dodge bonus to AC from the Dodge feat combat trick is doubled against attacks of opportunity provoked by movement. If you don’t have the Dodge feat, you can still use its combat trick.
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Spheres of Guile
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DC 17 (10 +CHA +LVL/2)
Skill Leverage: Acrobatics, Bluff, Disguise, Intimidate, Escape Artist, Perform (Comedy, Dance), Sleight of Hand, Profession (Adventurer, Gambler, Soldier)
Bluster Sphere
. . Flaunt Secrets (Ex)
You know how to taunt a creature with its secrets to make it reckless and easier to outmaneuver. You can outwit a creature by invoking a motivation it does not share freely (although there is no other benefit for invoking that motivation this way).
Once you outwit a creature using this ability, you cannot outwit that creature by invoking the same motivation for 24 hours.
. . Quip (Ex)
As a standard action, you make a quip to a creature within close range (25 feet + 5 feet per 2 ranks in the associated skill). You apply the effect of a (quip) talent you possess to that creature. If the creature is unwilling, it gets a Will saving throw to resist. Each time you target that creature again within 24 hours with the same (quip), the save DC to avoid it (if any) decreases by 4 and the skill DC to apply it (if any) increases by 4. Quipping is a language-dependent, mind-affecting emotion effect.
. . Fabricate Memory (quip) [util]
You convince a creature it remembers something it does not if it fails its Will save, causing it to alter one of its memories or to make up a new one whole-cloth to fit the notion. The memory must not contradict anything the target believes that they care strongly about. If the false memory affects how the creature would view other important information it knows or its important relationships, you must also succeed at a Bluff check or the target remembers both its original memory as well as the one you added, causing it to gain the uncertain condition and avoid acting on either for 1d4 minutes. You cannot succeed at this Bluff check if the target considers your lie impossible unless the reason it seems impossible is a single memory (in which case your success alters the memory). The fabricated memory fades when the uncertain condition ends. Attempting to reduce the condition is a standard action.
An altered memory can be restored with restoration, heal, or similar magic. Whenever the creature is confronted with evidence contradicting your lie, it can attempt a Will save to recall vaguely what it forgot. If the save fails, it cannot try again for 24 hours and must get new, different evidence to try again. You cannot alter the same target’s memory again for 24 hours. This is a mind-affecting effect.
Body Control Sphere
. . Meditate [approach] (Ex)
Adopting this approach is a swift action. While you maintain this approach, you gain some conscious control over your physiological processes and your emotional responses determined by the (control) talent you choose when you adopt the approach. You can endure certain effects listed in the talent when you fail an ability check, skill check, or saving throw against an effect permitted by your current (control) talent. To endure an effect, you attempt an associated skill check as a swift or immediate action. The DC and effect depend on whether it was an ability check, saving throw, or skill check.
Ability Check (twice the DC): If your skill check succeeds, you get a +2 insight bonus on the ability check, which can cause you to succeed instead of fail.
Saving Throw (DC 150% the save DC): If your skill check succeeds, you get a +3 insight bonus on the saving throw, which can cause it to succeed instead of fail.
Skill Check (DC 5 + the skill check DC): If your associated skill check succeeds, the failed skill check becomes a success.
When you meditate, you may add up to two (control) talents to the approach, but you cannot have more than one unless at least one of those talents has the [utility] tag.
You gain the Maintain Stamina talent when you gain the Body Control sphere.
. . Maintain Stamina (control)
You can endure any failed ability check, skill check, or saving throw to avoid the exhausted, fatigued, nauseated, paralyzed, or sickened conditions.
. . Emotional Restraint (control)
If an Intimidate or Perform check would succeed against you or any skill check would be used to give you a disorientation condition, you can gain a +3 insight bonus to the DC to affect you as an swift or immediate action; this can cause the skill check to fail, but only against you (not other targets). You can also endure any charm, emotion, or fear effect. The first time you fail a saving throw against a suitable effect each round, you endure it reflexively without using an action; the GM secretly rolls the associated skill check for you.
. . Slip Past (Ex)
You can move through a space as narrow as half yours without squeezing, as narrow as one-quarter your space at half speed, as narrow as your shoulders at one-quarter speed, and as narrow as your head at a rate of 5 feet per full-round action. You can move freely through the spaces of creatures one size category closer to yours (usually reduced from three sizes different to two sizes different; you still provoke attacks of opportunity). You can use your Escape Artist modifier in place of your Acrobatics modifier for checks to move through the spaces of creatures closer to you in size and to avoid attacks of opportunity.
Performance Sphere
. . Dance Package
As a move action, you can move up to half your speed to begin a dance, gaining the benefits of a single (dance) talent you possess. Allies within 10 feet + 5 feet per 5 ranks in this package’s associated Perform skill of you may either spend a move action and move up to half their speed, or take a 5-foot step, to gain the benefits of your dance until the start of their next turn. For every 10 minutes that a dance is maintained, you become fatigued; you cannot begin a dance while exhausted.
Creatures benefiting from your dance (including yourself) are called dancers. You must maintain the dance each round by moving up to half your speed (minimum 10 feet), usually as part of any action spent to move, or it ends at the end of your turn. Movement made as part of a dance still provokes attacks of opportunity.
. . Collaborative Performance
Whenever a dancer moves or makes a 5-foot step, they can move into the space occupied by another dancer of their size or smaller and switch places with them. Both dancers must be willing and be able to move and occupy the spaces they are placed within; this movement does not provoke attacks of opportunity, and does not count towards the other dancer’s movement on their next turn.
. . Captivating Spectacle + Rhapsodic Trance
Whenever you use the entertain skill use, creatures that would be successfully distracted by you are instead oblivious to everything except you, and must succeed at a Will saving throw or become fascinated with you for as long as they are distracted/oblivious.
Additionally, you can spend 1 use of skill leverage while entertaining to be able to distract creatures that have previously been distracted by the skill use within the same 24 hour period.
Finally, you and other creatures can outwit a creature that is distracted or oblivious by improving the condition by one step, although when you do so, they cannot be outwitted by you using this talent for 24 hours.
Whenever you reduce a creature’s state of awareness, you can choose to have the creature’s memory of you become foggy, causing them to not be able to recall specific details about you except about your beauty or skill as a performer.
You can spend 1 use of skill leverage whenever you make a creature fascinated by you to have it be difficult to shake. The fascinated creature does not lose the fascinated condition if they see an obvious threat, and instead receive a new saving throw against the effect, although they break free if they are damaged.
Additionally, a creature attempting to shake the fascinated creature free of the condition must spend 1 round doing so instead of a standard action.
Additionally, whenever you begin or maintain a dance with this talent, roll a Perform (dance) check with a circumstance bonus equal to the number of dancers, which cannot exceed your operative ability modifier (minimum +1). All dancers may use your Perform (dance) check result in place of any Acrobatics check to avoid provoking an attack of opportunity for as long as they continue the dance.
If you have at least 6 ranks in the associated skill for this package, the dancers also get a +1 dodge bonus to AC for every 6 ranks you possess.
. . Performance Mastery
If you possess the (dance) package, whenever you maintain a dance, you may change the (dance) or (instrumental) talent used as part of the action used to maintain the performance. In addition, if you move at least half your speed to begin a dance, you can apply two (dance) talents to the dance instead of one.
. . Well-Timed Distraction (plan)
As part of preparing this plan, you carefully plan a group of performers, loud noise, or another similar distraction to come at an important time. You can reveal this plan as an immediate action to cause a group of observers you are aware of to become distracted until the end of your next turn. You and any number of creatures within 30 feet of you also gain a +4 circumstance bonus to Sleight of Hand and Stealth checks made against the distracted creatures for as long as they remain distracted.
This plan can also be revealed when you or a creature (or multiple) you can see gains the results of a Sleight of Hand or Stealth check, allowing any number of creatures to reroll the check, potentially changing the result. If you do so, you forgo the granted circumstance bonus.
Dances
. . Entwining Prance (dance)
All dancers begin to weave closely around nearby opponents. Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).
. . Guarded Twist (dance)
A creature can pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone as part of the movement required to join or maintain this dance. Dancers taking the actions listed above do not provoke an attack of opportunity (including when they initially take the action to become a dancer).
. . Synchronized Rhythm (dance) [utility]
Whenever a dancer attempts an Acrobatics check made to balance, jump, soften a fall, or wall hop, Climb check, Escape Artist check made to squeeze, Fly check, Sleight of Hand check, or Swim check, they can choose to use your Perform (dance) bonus when making such a check, gaining a morale bonus equal to the number of dancers within your dance (maximum bonus equal to your operative modifier). Any penalties they are suffering to the check still apply.
Subterfuge Sphere (D: Impressionist)
. . Baffling Revelation (Ex)
You can outwit any creature as long as they are fooled by your current disguise, you possess an item they believed they possessed, or you know a secret they consider important and well-kept. To outwit them using this ability, you must brandish the item they thought they had, you must reveal the secret, or you must take an action your target believed you would not or could not take because of your successful disguise (such as casting a spell when they believed you were a barbarian with a taboo against magic). Revealing a secret or your disguised nature can be verbal or visual, as appropriate. Creatures must generally be within 30 feet for you to outwit them verbally, but they can be up to 60 feet away if you reveal your ruse visually. Anyone who discovers you are disguised this way does not necessarily discover who you are. Once an item or secret is used to outwit a creature, that item or secret cannot be used by anyone to outwit that creature again. Revealing you are disguised to one creature usually reveals it to everyone within range, preventing you from outwitting them separately that way.
. . Fast Disguise (Ex)
You can don a disguise as a full-round action, including using a disguise kit and changing your clothing and accessories. You can don or doff worn magic items and shields this way. If you don a disguise that features delicate details or you attempt to impersonate a specific individual, you take a –5 penalty to your Disguise check if you took less than 1d4+1 rounds. Changing your physical features requires spending 1 use from a disguise kit, but changing your clothes does not. If you have any (disguise) talents, you can apply one as part of creating this disguise. While you wear a disguise you created, the physical reminder of the disguise helps you reflexively act in character, giving you a +2 circumstance bonus on Bluff and Disguise checks as long as they do not conflict with the disguise you wear. For example, you could not use the bonus to attempt a Disguise check to make a voice different from the person you are disguised as. The bonus increases by 1 per 5 ranks in Disguise you possess.
. . Unrecognizable Mannerisms [utility]
As a free action or as part of speaking, you can mimic any sound or voice you have heard. No magical or special effects of the sound are produced by your mimicry. Observers get an opposed Perception check to notice your fakery as normal, but you attempt a new Disguise check each time you mimic a different creature or sound. You get a +5 competence bonus on your Disguise check for these sounds; this bonus does not stack with that from polymorph effects or auditory illusions.
As a swift action, you can alter your voice and mannerisms so completely that others might not recognize you even if you are not visually disguised. This allows you to attempt a Disguise check to prevent others from recognizing you even though you have not changed your clothing or face. You cannot pass for someone specific who does not already closely resemble you and you cannot change your (disguise) talent this way.
Vocation Sphere
. . Athlete (trade) [utility] x2
You gain Acrobatics, Climb, Fly, and Swim as class skills. You may use DEX to Climb and Swim..
. . Mage Hunter (trade) [utility]
You gain Disable Device, Disguise, Knowledge (arcana), and Spellcraft as class skills. You can disable magical traps using Disable Device as if you had the trapfinding class feature.
. . Gambler (trade) [utility]
You gain Appraise, Bluff, Sense Motive, and Sleight of Hand Diplomacy as class skills. You use CHA for Appraise checks
. . Cutpurse (trade) [utility]
You gain Acrobatics, Escape Artist, Sleight of Hand, and Stealth as class skills. If you have at least one ally within reach of your opponent, you gain a +2 circumstance bonus on Sleight of Hand checks against them.
Entertainer (trade) [utility]
You gain Acrobatics, Disguise, Escape Artist, and Sleight of Hand as class skills. You may use the better of your Dexterity or Charisma modifier when using one of these skills (chosen when you gain this talent) to entertain or interact with a creature that is aware of you (including escaping from a grapple or tumbling through a creature’s space). You may select this talent a second time, in which case you may use the better of the two ability score modifiers on all of the chosen skills.
. . Adept Adventurer (x2)
. . You can use Profession (adventurer) instead of a Knowledge check to identify the abilities and weaknesses of creatures, and are considered trained when making such checks. You can spend 1 use of skill leverage when making such a check to roll it twice and take the highest result.
. . Profession (soldier): You increase any bonus due to battlefield positioning (such as flanking, higher ground, or cover) by 1, and whenever such a benefit would end, you retain the benefits of that bonus until the end of your next turn.
. . Alternate Methods [utility]
You use Charisma for Artistry, Craft, and Profession checks instead of their usual ability scores.
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Spheres of Might
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Athletics Sphere
Climb
You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty. Associated Movement Mode: Climbing. Associated Skill: Climb.
Leap
You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC. Associated Movement Mode: Jumping. Associated Skill: Acrobatics.
Run
You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running. Associated Movement Mode: Ground. Associated Skill: Acrobatics. Associated Feat: Run.
Athletics: Dizzying Tumble (motion)
Your rapid spins and twists leave a creature reeling. As long as you move no more than your base speed, when you exit a square adjacent to a hostile creature, that creature must succeed on a Will save or be sickened for one round. If you move no more than half your base speed, they are instead nauseated for 1 round on a failed save; this talent cannot be used with the 5-foot step action. You may not nauseate an individual creature with this talent more than once per hour
Wall Stunt (leap or run)
If you possess the (leap) package, when jumping or falling, you may make an Acrobatics check to jump as a swift action, provided there is a solid surface other than a ceiling (wall, floor, etc.) adjacent to you at that point. You may treat spaces occupied by creatures of your size or larger as containing such an object but your movement provokes attacks of opportunity as normal. Any fall damage that would be incurred is calculated after removing the height of the swift action jump.
If you possess the (run) package, as long as there is a wall adjacent to you, you may run along the wall for all or part of your movement, including vertically. A square of vertical movement costs two squares of movement. You may treat spaces occupied by creatures of your size or larger as containing a wall, but your movement provokes attacks of opportunity as normal. Doing so bypasses any obstacle on the ground. You must end your movement on the ground as normal; if there is no ground present, you fall.
If you also possess the (climb) package, you may attempt to cling to the wall at the end of your movement. If you possess the (leap) package, you may make Acrobatics checks to jump as part of this movement as normal. If you possess the Mobile Striker talent, you can kick off of a wall for the rest of your movement, gaining a +1 circumstance bonus to your damage roll if you make an attack while airborne. For every 5 ranks in Acrobatics you possess, this bonus increases by +1.
Boxing Sphere
D: Wily Dodger, B: Headfake
Headfake
As long as you have martial focus, whenever a creature attempts to make an attack of opportunity against you, they must roll their attack roll twice, taking the worse result. Creatures capable of making multiple attacks of opportunity per round may instead expend two attacks of opportunity instead of one to make an attack of opportunity as normal.
Equipment Sphere
Spiked Chain Savant - may wield in one hand. When wielded in 2, gains Reach and Block properties. Even with reach, can still attack adjacent.
Guardian Sphere
Delayed Damage
pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.
Patrol + Swift Guardian
As long as you have martial focus, as a standard action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. By expending MF, you can do this as a move action. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal
Iron Wall
allies within the area of your patrol, not including yourself, gain a 20% miss chance against melee attacks originating from a creature that you threaten.
Scoundrel Sphere
D: Hidden Scoundrel (no Swift Hands, Marked Target), B: Bob & Weave
Trick: Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.
Bob And Weave
As long as you have an ally adjacent to you, you can spend a swift action to have that ally provide you with soft cover until the beginning of your next turn, even if the ally providing soft cover moves. You can use this soft cover to make a Stealth check.
Crouching Tiger (stance)
While in this stance, whenever a creature within reach misses you with a melee attack, you may expend an attack of opportunity to perform a dirty trick or steal maneuver against that creature as a free action that can be taken outside of your normal turn. You may not use this talent in conjunction with (deflect) talents or any other ability that would grant you an attack or combat maneuver due to a missed attack against you.
Master Thief
Creatures no longer gain a +5 (or higher) bonus to their CMD when you attempt to steal secured items (such as cloaks, pouches, or sheathed weapons) and you may use a steal combat maneuver in place of a disarm combat maneuver (if you would receive a bonus to disarm checks, they apply to steal checks made with this talent). If you have at least 10 ranks in Sleight of Hand, you can attempt steal checks against closely worn items (except for armor) with a -10 penalty on your combat maneuver check.
Playing Dirty
As long as you have martial focus, creatures affected by a dirty trick combat maneuver you perform must spend a standard action to remove the effects of your dirty trick.
Scout Sphere
Active Camouflage
Whenever you move at least 10 ft. in a round and begin and end your turn in cover or concealment, you gain a competence bonus to Stealth checks equal to 1/2 your ranks in Stealth (minimum 1) for one round. You must end your movement in a different square than the one you started your turn to receive this benefit. If you use the Sniper function of the Stealth skill, the penalty to Stealth checks is reduced by -10 (to a minimum of 0).
Lurker
Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill.
Lurker foils divination spells and Divination sphere sense abilities in the manner described above, but has no effect on spell, sphere, spell-like, or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as when scrying or using the Divination sphere‘s divine abilities.