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srb:exploit [2020/05/16 11:21]
weby
srb:exploit [2020/05/29 16:36] (current)
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 ====== Expertise and Exploits ====== ====== Expertise and Exploits ======
-FIXME: Rest of operative. Add stellar, add mystic, add envoy improvisations and talents 
- 
  
 Expertise is the focus on certain skill sets that work well together. Expertise is the focus on certain skill sets that work well together.
  
 Exploits are things based on studies of sentient creatures. Exploits are things based on studies of sentient creatures.
 +
 +
  
 =====Exploit points===== =====Exploit points=====
Line 22: Line 22:
  
 When getting Expertise(1d6), you must select Your expertise category from below. When getting Expertise(1d6), you must select Your expertise category from below.
 +
 +Note that higher level envoys have two sets of expertise with two different bonuses that apply to different skills. Also if you have several social classes you have several sets, one for each. But the operative trick attack can use any of the skills of any of them.
 +
 +==== specialization skill mastery ====
 +With specialization skill mastery you can roll the skill roll for yous expertise associated skills twice and take the better result by using one exploit point.
  
 ==== Daredevil ==== ==== Daredevil ====
Line 45: Line 50:
  
 Specializations power:  Detective’s Insight (Ex): Your incredible insights help you move investigations forward where mundane inquiries fail. Once per day, you can spend 10 minutes pondering a mystery or quandary to gain an enigmatic insight, though the result is often presented as a cryptic clue. Specializations power:  Detective’s Insight (Ex): Your incredible insights help you move investigations forward where mundane inquiries fail. Once per day, you can spend 10 minutes pondering a mystery or quandary to gain an enigmatic insight, though the result is often presented as a cryptic clue.
 +
 +
 +
 +====Doctor====
 +You can do scientific things in the blink of an eye where more traditional scientists take days or months.
 +
 +Associated Skills: Medicine and Biotics
 +
 +Operative: You can attempt an Biotics check to make a trick attack.
 +
 +Specialization Exploit: FIXME ADD
 +
 +Specializations power: FIXME ADD
 +
  
 ==== Explorer ==== ==== Explorer ====
Line 76: Line 95:
 If you attempt to phase through something that is too thick, you spend the use and take the action but the attempt fails. You cannot phase through force effects such as force fields. After using phase shift escape, If you attempt to phase through something that is too thick, you spend the use and take the action but the attempt fails. You cannot phase through force effects such as force fields. After using phase shift escape,
 you can’t use it again until after you’ve taken a full 8-hour rest. you can’t use it again until after you’ve taken a full 8-hour rest.
 +
 +==== Hacker ====
 +
 +Whether it’s a computer system or a mechanical device, you
 +can hack it.
 +
 +Associated Skills: Computers and Engineering. 
 +
 +Operative: You can attempt a Computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can’t use this option if stripped of all computerized gear in an area with
 +no computers). 
 +
 +Specialization Exploit: Elusive hacker.
 +
 +Specializations power:  Control Hack (Ex): When you exceed the DC
 +of a Computers or Engineering check to disable a device or
 +computer system by 5 or more, you can instead take control
 +of the device or system. For every 5 by which you exceed the
 +DC, you can typically make the device or system perform one
 +task, at the GM’s discretion. Once the device or system has
 +done what you commanded, you choose whether the device
 +deactivates or returns to normal.
 +
 +
 +====Scientist====
 +You can do scientific things in the blink of an eye where more traditional scientists take days or months.
 +
 +Associated Skills: Physical science and Life science.
 +
 +Operative: You can attempt an Physical science check to make a trick attack by using a chemics or physics trick to confuse the foe. 
 +
 +Specialization Exploit: FIXME ADD
 +
 +Specializations power: FIXME ADD
 +
 +==== Spy ====
 +
 +You can steal or adopt new identities as easily as most people
 +change clothes, allowing you to infiltrate nearly any circle.
 +
 +Associated Skills: Bluff and Disguise. 
 +
 +Operative: When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.
 +
 +Specialization Exploit: Master of disguise.
 +
 +Specializations power:  Fool Detection (Ex):Whenever you succeed at a
 +saving throw against a technological device, or ability
 +that would provide information about you (such as detect
 +thoughts), instead of negating the effect, you can provide false
 +information that matches your cover identity. If such an effect
 +has no saving throw, you can attempt a Bluff check opposed
 +by the Sense Motive check of the caster or user, and provide
 +similar false information on a success.
 +
 +==== Thief ====
 +
 +You specialize in acquisition, from quick swipes to complex heists.
 +
 +Associated Skills: Perception and Sleight of Hand. 
 +
 +Operative:  You can use Sleight of Hand to make a trick attack by concealing your
 +weapons and motions.
 +
 +Specialization Exploit: Holographic distraction.
 +
 +Specializations power:  Contingency Plan (Ex): You’ve performed enough
 +heists to realize that things never go exactly as you had
 +planned. When something unexpected happens during a heist
 +or infiltration, you can spend 2 exploit Points and specify
 +a contingency plan that you had set up in advance for this
 +eventuality, either having the right prop (such as an ID or a
 +computer file, but not a particularly valuable item), having the
 +right information, or having hired a confederate to perform a
 +single task at the right time. You then attempt a skill check.
 +The appropriate skill and the DC are at the GM’s discretion,
 +with a higher DC for a more elaborate or unlikely contingency. If you succeed, you have the item or knowledge, or the
 +confederate performs the task as specified. If you fail, either
 +you don’t have what you need or your plan fails.
  
  
 ===== Exploits ===== ===== Exploits =====
 +As you gain experience, you learn Exploits—little
 +tricks that bolster allies, confound enemies, or change the ebb
 +and flow of battle using guile, inspiration, or luck.
 +
 +The exploits come in seven types of generally increasing power. When you get a new exploit, you can get that level or lower exploit. As example on gaining a type 7 exploit you can select any exploit that you have the prerequisites for.
 +
 +If an exploit allows a saving throw to resist its effects, the DC
 +is equal to 10 + half your social class level + your Charisma modifier.
 +
 +If it requires an enemy to attempt a skill check, the DC is equal to
 +10 + 1.5 × your social class level + your Charisma modifier. The list
 +of exploits appears below. You cannot learn the
 +same exploit more than once unless it specially says otherwise.
 +
 +Many have following types. They require the listed thing to affect the target:
 +   * Language dependent: Target and user must share a common language
 +   * Mind affecting: Target must have a mind(so does not affect machines and similar)
 +   * Sense based: Target must have the sense targeted active. For language based it is hearing, for all others like signaling it is vision.
 +
 +==== Type 1 ====
 +Trick attack 1d8
 +
 +As the operative power. Not cumulative with it so not useful for operatives.
 +
 +
 +=== Dispiriting Taunt (Ex) ===
 +Language dependent, Mind affecting, Sense based
 +
 +As a standard action, you can taunt an enemy within 60 feet.
 +Attempt an Intimidate check with the same DC as a check to
 +demoralize that enemy (though this isn’t a check to demoralize,
 +so you can’t use abilities that would apply to a demoralization
 +attempt, like the rattling presence). If you fail,
 +that enemy is off-target until the end of your
 +next turn. If you succeed, that enemy is instead shaken until the end of your next turn. This is an emotion
 +and fear effect.
 +
 +You can spend 1 exploit Point to treat a failed
 +Intimidate check for dispiriting taunt as if it were a success if you failed by 5 or less.
 +
 +=== Don’t Quit (Ex) ===
 +Mind affecting, Sense based
 +
 +As a standard action, you can signal a single ally within 60 feet.
 +That ally ignores one condition of your choice
 +until the start of your next turn, chosen from the following list:
 +confused, fascinated, fatigued, shaken, sickened, and staggered.
 +
 +You can use one exploit point to suppress the following:
 +cowering, dazed, exhausted, frightened, nauseated, panicked,
 +paralyzed, and stunned.
 +
 +While your ally doesn’t suffer the effects of the condition
 +during that period, the condition is merely suppressed, not
 +removed, and its effects resume at the start of your next turn.
 +The condition can still be removed with technology, and
 +other effects as normal.
 +
 +You can spend 1 more Exploit Point(so total of 1-2 points) to remove
 +the condition with this ability instead of suppressing it. You
 +can’t remove a condition with a permanent duration  in this way; if you attempt to do so, your attempt
 +fails but you don’t lose the Resolve Point.
 +
 +
 +=== Get ’Em (Ex) ===
 +Language dependent, Mind affecting, Sense based
 +
 +As a move action, you can choose one enemy within 60 feet.
 +Until the start of your next turn, you and your allies gain a
 ++1 morale bonus to attack rolls made against that enemy. The
 +bonus persists even if the enemy moves beyond 60 feet or out
 +of line of sight or hearing.
 +
 +You can spend 1 Exploit Point to grant this
 +bonus to attack rolls and damage rolls against all enemies who
 +are within 60 feet.
 +
 +=== Healing Touch (Ex) ===
 +As the Mystic power. This is cumulative with that power allowing one more daily use.
 +
 +You can take this Exploit multiple times, each time gaining a daily use.
 +
 +
 +=== Look Alive (Ex) ===
 +Mind affecting
 +
 +When you spend a Resolve Point, all allies within 60 feet of you
 +gain a +2 morale bonus to Perception and
 +initiative checks for the next hour.
 +
 +=== Not in the Face (Ex) ===
 +Sense based
 +
 +As a move action, you can choose one enemy within 60 feet.
 +That enemy must succeed at a Will save or take a –4 penalty to
 +all attacks it makes against you until the end of your next turn.
 +
 +You can spend 1 Exploit Point to make the
 +enemy take the penalty with no saving throw allowed.
 +
 +=== Universal Expression (Ex) ===
 +
 +When using a language-dependent power that
 +affects an enemy, you can use the improvisation against
 +that enemy even if the two of you do not share a language.
 +
 +=== Watch Your Step (Ex) ===
 +
 +When an ally within 60 feet must succeed at a Reflex
 +save to avoid a harmful effect, as a reaction before your
 +ally attempts the saving throw, you can grant the ally a +2
 +bonus to that saving throw.
 +
 +You can spend 1 Exploit Point to have the
 +ally roll twice on the saving throw and take the better result.
 +Both of those rolls benefit from the +2 bonus provided by
 +this ability.
 +
 +==== Type 2 ====
 +
 +=== Alien Archive (Ex) ===
 +
 +Your vast experience makes identifying new creatures
 +easier for you. Double your expertise bonus to your
 +skill checks when identifying a creature and its abilities.
 +If you successfully identify a creature, you gain a +2
 +enhancement bonus to your skill check when you make a
 +trick attack against that creature.
 +
 +=== Holographic Clone (Ex) ===
 +Sense based
 +
 +You can create holographic duplicates or psychic projections
 +of yourself that conceal your true location. Once per day as
 +a standard action, you can create 1d4 images of yourself that
 +last for 1 minute per social class level. 
 +
 +This can be taken multiple times, each extra time adds 2 uses/day.
 +
 +=== Inoculation (Ex) ===
 +
 +You’ve trained to resist various chemical and biological
 +weapons, toxins, and pathogens you come across in the course
 +of your missions. You add your expertise bonus to
 +Fortitude saves against poison and disease.
 +
 +=== Jack of All Trades (Ex) ===
 +You’ve learned how to handle any situation. 
 +
 +You can treat any skill in as having your social class level/5 ranks instead of its current ranks(round all fractions up) by spending one exploit point, for longer of 1 minute/social class level or one task.
 +
 +While the power is in effect you can spend one exploit point/use if you wish to add your Expertise dice to the roll.
 +
 +
 +=== Nightvision (Ex) ===
 +You can see in the dark as if you had low-light vision and
 +darkvision with a range of 60 feet.
 +
 +=== Quick Disguise (Ex) ===
 +Once per day as a standard action, you can quickly change
 +your appearance. This functions as disguise self and lasts
 +for 1 minute per operative level. 
 +
 +This can be taken multiple times, each extra time adds 2 uses/day.
 +
 +
 +=== Uncanny Mobility (Ex) ===
 +
 +When you make a trick attack, if you choose the target of
 +your attack before you move, your movement doesn’t provoke
 +attacks of opportunity from that target. When you use your
 +standard action to move, you can choose one creature; you
 +don’t provoke attacks of opportunity from that creature for
 +this movement.
 +
 +=== Uncanny Pilot (Ex) ===
 +
 +When you attack while you’re driving a vehicle, you halve
 +the vehicle’s penalty to your attack roll (to a minimum of no
 +penalty if the vehicle normally imposes a –1 penalty). When
 +you’re in a chase, you gain a +2 bonus to skill checks you
 +attempt when taking the evade or trick pilot actions.
 +
 +==== Type 3 ====
 +
 +
 +=== Bleeding Shot (Ex) ===
 +For your debilitating trick, you can afflict your target with an
 +amount of bleed damage equal to your operative level.
 +
 +=== Certainty (Ex) ===
 +You can spend 1 exploit Point as a reaction to reroll one of
 +your specialization’s associated skill checks.
 +
 +=== Debilitating Sniper (Ex) ===
 +You can use trick attack with sniper weapons. You do not add
 +trick attack damage to your attack, but the target is still flat-
 +footed, and you can use debilitating tricks.
 +
 +=== Enhanced Senses (Ex) ===
 +You can sense your surroundings without needing to see them.
 +You gain blindsense with a range of 60 feet. You must have
 +darkvision and low-light vision, or the nightvision exploit, to
 +learn this exploit.
 +
 +=== Hampering Shot (Ex) ===
 +For your debilitating trick, you can reduce your target’s speeds
 +by half and prevent it from using the guarded step action until
 +the beginning of your next turn.
 +
 +=== Improved Quick Movement (Ex) ===
 +You can move even faster than other operatives. You gain
 +double the benefits of your quick movement ability, up to
 +a maximum additional increase of +20 feet. You must have
 +quick movement to learn this exploit.
 +
 +=== Interfering Shot (Ex) ===
 +For your debilitating trick, you can prevent your target from
 +using reactions until the end of your next turn.
 +
 +=== Mentalist’s Bane (Ex) ===
 +If you fail your Will saving throw against a mind-affecting
 +effect with a duration of 1 round or more, you can attempt
 +another saving throw against the effect 1 round later at the
 +same DC. You get only one extra chance to save per effect.
 +
 +If you succeed at a saving throw against a charm or
 +compulsion effect, you can prevent the effect’s originator
 +from knowing you succeeded. You gain basic knowledge of
 +what the mental effect would have made you do or feel, and
 +you can attempt a Bluff check to pretend you are under that
 +effect. If the mental effect would provide a link between you
 +and the originator (like the dominate person spell), you can
 +choose to allow the link without the control.
 +
 +=== Speed Hacker (Ex) ===
 +You can disable mechanical devices with Engineering and
 +computer systems with Computers in half the usual time.
 +
 +In the rare cases when disabling a system or device would
 +normally be a full action, you can do it as a standard action,
 +and if it would normally be a standard action, you can do it as
 +a move action.
 +
 +=== Staggering Shot (Ex) ===
 +
 +For your debilitating trick, you can attempt to stagger your
 +target. The target must succeed at a Fortitude save or be
 +staggered until the beginning of your next turn. Once you’ve
 +used this ability to attempt to stagger a creature, that creature
 +is immune to your staggering shot for 24 hours.
 +
 +=== Stalwart (Ex) ===
 +
 +If you succeed at a Fortitude save against an effect that
 +normally requires multiples successful saves to cure (such as
 +a disease or poison), that effect immediately ends and is cured
 +with a single successful save.
 +
 +=== Sure-Footed (Ex) ===
 +
 +You move at your full speed when moving over difficult terrain,
 +and without penalty when using Acrobatics or Stealth at your
 +full speed.
 +
 +=== Uncanny Shooter (Ex) ===
 +Your ranged attacks with small arms do not provoke attacks
 +of opportunity.
 +
 +==== Type 4 ====
 +
 +=== Duck Under (Ex) ===
 +
 +You can duck under a foe’s melee attack, causing it to
 +overextend and move into a position more favorable to you.
 +You must take the total defense action to use
 +this ability. If, before the start of your next turn, a foe misses
 +you with a melee attack, as a reaction you can attempt a
 +reposition combat maneuver with a +8 bonus to your attack
 +roll against that foe.
 +
 +=== Focus (Ex) ===
 +
 +As a standard action, you can encourage a single ally within 12 squares
 +to focus on the danger at hand. If that ally is flat-footed
 +or off-target, you end that condition. If circumstances would
 +cause the ally to immediately become flat-footed or off-target
 +again, you instead suppress that condition for 1 round.
 +
 +=== Hurry (Ex) ===
 +
 +As a standard action, you can grant a single move action
 +to an ally within 12 squares. The ally can use that move action
 +during her next turn to take a guarded step, move up to her
 +speed, or draw or sheathe a weapon. The ally can use her
 +extra move action in between her other actions, and she can
 +even use it before or after a full action. A character can use
 +no more than one extra action from hurry in a single round.
 +
 +=== Quick Dispiriting Taunt (Ex) ===
 +
 +You can use dispiriting taunt as a move action instead of a
 +standard action. You must have the dispiriting taunt exploit to choose this exploit.
 +
 +=== Quick Inspiring Boost (Ex) ===
 +
 +You can use inspiring boost as a move action instead of a
 +standard action, though when you do so, the number of
 +Stamina Points your ally recovers is reduced by your envoy
 +level. You must have the inspiring boost exploit
 +to choose this exploit.
 +
 +=== Long-Range Exploits (Ex) ===
 +Double the range of your improvisations with ranges of at least 6 squares.
 +
 +=== Watch Out (Ex) ===
 +
 +As a reaction, when an enemy makes a ranged attack against
 +an ally within 12 squares of you, you can warn that ally of the
 +danger. You must spend your reaction when the enemy
 +declares the attack but before it makes the attack roll. Your
 +ally can spend a reaction to gain a +4 to AC against the
 +triggering attack. Once the triggering attack is resolved, the
 +ally falls prone.
 +
 +You can spend 1 exploit Point to prevent your
 +ally from falling prone after the attack.
 +
 +
 +=== Clever Exploits (Ex) ===
 +
 +The first time you would spend Exploit Points on one of your
 +Exploits, reduce the cost by 1 Resolve Point
 +(minimum 0). This ability refreshes whenever you take a
 +10-minute rest  and after an 8-hour
 +rest , reducing the Resolve Point cost
 +of your next exploit after the rest.
 +
 +=== Draw Fire (Ex) ===
 +
 +As a standard action, you can spend 1 exploit Point to make all
 +enemies within 20 squares take a –4 penalty to all ranged attacks
 +they make that don’t target you until the end of your next turn.
 +
 +This penalty remains even if you and an enemy move more
 +than 20 squares away from each other, and enemies that weren’t
 +within 20 squares when you used draw fire don’t take the penalty
 +if they later come within range.
 +
 +=== Heads Up (Ex) ===
 +
 +When you succeed at a Perception check, as a reaction, you
 +can signal a single ally within 12 squares. That ally can act as
 +if he had also succeeded at the Perception check with the
 +same result.
 +
 +=== Improved Get ’Em (Ex) ===
 +
 +Your morale bonus from get ’em increases to +2. As a
 +standard action, you can make a single attack against a
 +target within 12 squares. You and your allies within 12 squares gain
 +the benefits of get ’em against that target (applying these
 +effects before making the attack roll). As with get ’em, you
 +can spend 1 exploit Point to grant the benefits against all
 +enemies within 12 squares. You must have the get ’em exploit to choose this exploit.
 +
 +==== Type 5 ====
 +
 +=== Cloaking Field (Ex) ===
 +
 +You can bend light around yourself and muffle any minor
 +sounds you make, allowing you to nearly vanish when
 +not moving. Even when you move, you appear only as an
 +outline with blurry features. This cloaking field doesn’t
 +make you invisible, but it does make it easier to sneak
 +around. Activating the cloaking field is a move action. While
 +the cloaking field is active, you can use Stealth to hide, even
 +while being directly observed and with no place to hide.
 +
 +Attacking doesn’t end the cloaking field, but it does end
 +that particular attempt to hide. If you remain perfectly still
 +for at least 1 round, you gain a +10 bonus to Stealth checks
 +(which doesn’t stack with invisibility) until you move.
 +
 +Your cloaking field lasts for up to 10 rounds before it
 +becomes inactive. While inactive, the cloaking field recharges
 +automatically at the rate of 1 round of cloaking per minute.
 +
 +=== Deactivating Shot (Su) ===
 +
 +For your debilitating trick, you can attempt to temporarily
 +deactivate one weapon, piece of
 +equipment, or armor upgrade worn or carried by the target.
 +Roll 1d20 + your social class level; the DC is equal to 10 + the
 +item level. If you succeed, you deactivate the device until the beginning of
 +your next turn. The device’s owner can spend a move action
 +and attempt an Engineering check against your operative
 +exploit DC to try to reactivate the device.
 +
 +You can instead use this debilitating trick to temporarily
 +deactivate a construct that has  the technological subtype (such as a
 +robot). You don’t need to attempt a check, but the creature can
 +attempt a Fortitude save to negate the debilitating effect. If it
 +fails, it’s stunned until the beginning of your next turn. Once
 +you’ve used this ability to attempt to deactivate a construct,
 +that creature is immune to your deactivating shot for 24 hours.
 +
 +=== Elusive Hacker (Ex) ===
 +
 +Your hacking skills make your code incredibly difficult for
 +countermeasures to pin down. Whenever you would trigger
 +a system’s countermeasure while hacking the system, there is
 +a 50% chance that you manage to elude the countermeasure
 +and it doesn’t trigger. You still haven’t disarmed the
 +countermeasure, and it might trigger in the future.
 +
 +===  Evasion (Ex) ===
 +
 +You gain the benefits of operative feature Evasion. Obviously no use for operatives.
 +
 +=== Ever Vigilant (Ex) ===
 +
 +You’ve been on enough solo missions to know that you can’t let
 +your guard down, even while sleeping. You take no penalties
 +to Perception checks for being asleep, though you still can’t
 +succeed at purely visual Perception checks while asleep. You
 +can always act on the surprise round, though if you choose to
 +do so when you would otherwise be surprised, you use your
 +initiative result or the initiative result of the first creature that
 +would have surprised you – 1, whichever is lower.
 +
 +=== Glimpse the Truth (Ex) ===
 +
 +By picking up on subtle clues and hidden traces in your
 +immediate surroundings, you can see things as they really
 +are. As a full action, you can spend 1 exploit Point to gain the
 +effects of true seeing for 1 round with a range of 12 squares.
 +
 +=== Holographic Distraction (Ex) ===
 +
 +As a standard action, you can spend 1 exploit Point to create
 +a single holographic duplicate or psychic projection of yourself
 +that moves away from you for 1 round per social class level.
 +
 +The double climbs walls, jumps across pits, or simply passes
 +through obstacles, moving at twice your speed in one direction
 +indicated by you when the ability is activated. Its course
 +cannot be changed. Those who interact with the double can
 +attempt a Will save to recognize that it is not real. You must
 +have the holographic clone exploit to learn this exploit.
 +
 +=== Improved Evasion (Ex) ===
 +
 +When you fail a Reflex save against an effect that has a partial
 +effect on a successful save, you take the partial effect instead
 +of the full effect. You must have evasion to learn this exploit.
 +
 +Improved Uncanny Mobility (Ex)
 +
 +When you use the trick attack action or take a standard
 +action to move up to your speed, your movement doesn’t
 +provoke attacks of opportunity. You still provoke attacks of
 +opportunity normally when making ranged attacks or casting
 +spells. You must have the uncanny mobility exploit to learn
 +this exploit.
 +
 +=== Master of Disguise (Ex) ===
 +
 +
 +You can take on the appearances of other creatures and even
 +specific individuals. This functions as the quick disguise exploit,
 +but the duration increases to 10 minutes per social class level.
 +
 +Alternatively, for 1 minute per social class level, you can take
 +on the appearance of a specific individual that you have seen
 +before. If you have heard the individual talk and can speak her
 +language, you can also modulate your speech to match hers.
 +This disguise is so convincing that creatures familiar with the
 +individual must succeed at a Will saving throw before they can
 +attempt a Perception check to pierce the disguise. You must
 +have the quick disguise exploit to learn this exploit.
 +
 +=== Stunning Shot (Ex) ===
 +
 +
 +For your debilitating trick, you can try to stun your target. The
 +target must succeed at a Fortitude save or be stunned until the
 +start of your next turn. Once you’ve used this ability to try to
 +stun a creature, it’s immune to your stunning shot for 24 hours.
 +You must have the staggering shot exploit to learn this exploit.
 +
 +=== Versatile Movement (Ex) ===
 +You gain a climb speed and a swim speed equal to your land
 +speed. This speed is not increased by the quick movement
 +class feature or improved quick movement exploit.
 +
 +==== Type 6 ====
 +=== Desperate Defense (Ex) ===
 +
 +As a move action, you can cause one ally adjacent to you to
 +not be considered helpless for the purpose
 +of actions that can be used only against helpless creatures
 +(such as a coup de grace). This effect ends if the creature
 +ceases to be adjacent to you or at the beginning of your next
 +turn, whichever comes first.
 +
 +=== Expert Attack (Ex) ===
 +
 +As a move action, you can spend 2 exploit Points to add your
 +bonus from expertise to your next attack roll before the end of
 +your turn.
 +
 +=== Hidden Agenda (Ex) ===
 +
 +You’re an expert at veiling your true thoughts and goals.
 +Whenever a creature attempts a Sense Motive check to
 +detect a deception of yours, the creature must roll twice
 +and take the worse of the two results. When you attempt a
 +saving throw against an effect or ability that would read your
 +thoughts or reveal your motives, you can roll twice and take
 +the better of the two results.
 +
 +=== Improved Hurry (Ex) ===
 +
 +You can use the hurry exploit as a move action
 +instead of a standard action. You must have the exploit to choose this improvisation.
 +
 +You can use hurry as a standard action and
 +spend 1 exploit Point to grant a standard action instead of a
 +move action.
 +
 +=== Situational Awareness (Ex) ===
 +
 +If you ready an action, once before the trigger you
 +selected occurs, you can spend 1 exploit Point to change
 +both the trigger and the action you have ready. You must
 +ready an action that takes the same kind of action as your
 +originally readied action, or you must ready a lesser action.
 +(For example, if you readied a standard action, you could
 +switch to another standard action, a move action, or a swift
 +action, and if you readied a move action, you could switch
 +to another move action or a swift action.)
 +
 +=== Sustained Determination (Ex) ===
 +
 +As a move action, you can spend 2 exploit Points to grant
 +an ally within 12 squares 1 exploit Point that he can spend
 +to empower one of his abilities, even if he has spent all of
 +his own exploit Points. The ally must spend the exploit
 +Point before the start of your next turn; if he does not
 +do so, he loses the exploit Point and you still lose the
 +exploit Points you spent. You can’t grant the same ally
 +the benefits of this ability again until both you and your
 +ally have recovered your exploit Points after an 8-hour
 +rest or its equivalent.
 +
 +==== Type 7 ====
 +=== Efficient Cloaking Field (Ex) ====
 +
 +
 +Your cloaking field lasts for up to 100 rounds (10 minutes),
 +and it recharges at the rate of 2 rounds of cloaking per minute
 +while inactive. You can spend 1 exploit Point as a move action
 +to recharge 20 rounds immediately, and you can do this even
 +while the cloaking field is active. You must have the cloaking
 +field exploit to learn this exploit.
 +
 +=== Knockout Shot (Ex) ===
 +
 +For your debilitating trick, you can attempt to knock the target
 +out in one blow. The target must succeed at a Fortitude save
 +or fall unconscious for 1 minute. Once you’ve used this ability
 +to attempt to knock a creature out, that creature is immune to
 +your knockout shot for 24 hours. You must have the staggering
 +shot and stunning shot exploits to learn this exploit.
 +
 +
 +=== Uncanny Senses (Ex) ===
 +
 +
 +Your enhanced senses grow even more discerning. Your
 +blindsense becomes blindsight with a range of 12 squares. If you
 +have darkvision, its range increases by 6 squares. You must have
 +the enhanced senses exploit to learn this exploit.
 +
 +
 +
  
srb/exploit.1589653269.txt.gz · Last modified: 2020/05/16 11:21 by weby