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srb:exploit [2020/05/17 03:07]
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srb:exploit [2020/05/29 16:36] (current)
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 ====== Expertise and Exploits ====== ====== Expertise and Exploits ======
-FIXME edit exploits 
- 
  
 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=====
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 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. 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 ====
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 ===== 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 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. is equal to 10 + half your social class level + your Charisma modifier.
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 same exploit more than once unless it specially says otherwise. same exploit more than once unless it specially says otherwise.
  
-===== Type 1 ===== +Many have following typesThey require the listed thing to affect the target: 
-Clever Feint (Ex) +   * Language dependent: Target and user must share common language 
-As a standard action, you can fake out an enemy within 60 +   * Mind affecting: Target must have a mind(so does not affect machines and similar
-feet, making that enemy open to your attacksAttempt a +   * Sense based: Target must have the sense targeted activeFor language based it is hearingfor all others like signaling it is vision
-Bluff check with the same DC as a check to feint against + 
-that enemy (though this isn’t standard check to feint, +==== Type ==== 
-so Improved Feint and Greater Feint don’t apply). Even if +Trick attack 1d8 
-you fail, that enemy is flat-footed against your attacks (see + 
-page 276) until the end of your next turnIf you succeed, +As the operative power. Not cumulative with it so not useful for operatives
-the enemy is also flat-footed against your allies’ attacks + 
-until the end of your next turnYou can’t use clever feint + 
-against a creature that lacks an Intelligence score. +=== Dispiriting Taunt (Ex) === 
-At 6th level, you can spend Resolve Point to treat a failed +Language dependent, Mind affecting, Sense based 
-Bluff check for clever feint as if it were a success+
-Dispiriting Taunt (Ex)+
 As a standard action, you can taunt an enemy within 60 feet. As a standard action, you can taunt an enemy within 60 feet.
 Attempt an Intimidate check with the same DC as a check to Attempt an Intimidate check with the same DC as a check to
 demoralize that enemy (though this isn’t a check to demoralize, demoralize that enemy (though this isn’t a check to demoralize,
 so you can’t use abilities that would apply to a demoralization so you can’t use abilities that would apply to a demoralization
-attempt, like the rattling presence expertise talent). If you fail, +attempt, like the rattling presence). If you fail, 
-that enemy is off-target (see page 276) until the end of your +that enemy is off-target until the end of your 
-next turn. If you succeed, that enemy is instead shaken (see +next turn. If you succeed, that enemy is instead shaken until the end of your next turn. This is an emotion
-page 277) until the end of your next turn. This is an emotion+
 and fear effect. and fear effect.
-At 6th level, you can spend 1 Resolve Point to treat a failed + 
-Intimidate check for dispiriting taunt as if it were a success. +You can spend 1 exploit Point to treat a failed 
-Don’t Quit (Ex)+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. As a standard action, you can signal a single ally within 60 feet.
-That ally ignores one condition (see page 273) of your choice+That ally ignores one condition of your choice
 until the start of your next turn, chosen from the following list: until the start of your next turn, chosen from the following list:
 confused, fascinated, fatigued, shaken, sickened, and staggered. 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 While your ally doesn’t suffer the effects of the condition
 during that period, the condition is merely suppressed, not during that period, the condition is merely suppressed, not
 removed, and its effects resume at the start of your next turn. removed, and its effects resume at the start of your next turn.
-The condition can still be removed with spells, technology, and+The condition can still be removed with technology, and
 other effects as normal. other effects as normal.
-At 6th level, add the following conditions to the list: + 
-cowering, dazed, exhausted, frightened, nauseated, panicked, +You can spend 1 more Exploit Point(so total of 1-2 points) to remove
-paralyzed, and stunned. +
-At 12th level, you can spend 1 Resolve Point to remove+
 the condition with this ability instead of suppressing it. You the condition with this ability instead of suppressing it. You
-can’t remove a condition with a permanent duration (see +can’t remove a condition with a permanent duration  in this way; if you attempt to do so, your attempt
-page 271) in this way; if you attempt to do so, your attempt+
 fails but you don’t lose the Resolve Point. fails but you don’t lose the Resolve Point.
-D Expanded Attunement (Ex) + 
-You can use beneficial mind-affecting envoy improvisations + 
-to aid allies who usually would not be able to gain benefits +=== Get ’Em (Ex) === 
-from mind-affecting effects, such as constructs, robots, and +Language dependent, Mind affecting, Sense based 
-undead. If the improvisation grants a morale bonus, even +
-allies who can’t normally benefit from morale bonuses gain +
-that bonus. +
-Get ’Em (Ex)+
 As a move action, you can choose one enemy within 60 feet. 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 Until the start of your next turn, you and your allies gain a
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 bonus persists even if the enemy moves beyond 60 feet or out bonus persists even if the enemy moves beyond 60 feet or out
 of line of sight or hearing. of line of sight or hearing.
-At 6th level, you can spend 1 Resolve Point to grant this+ 
 +You can spend 1 Exploit Point to grant this
 bonus to attack rolls and damage rolls against all enemies who bonus to attack rolls and damage rolls against all enemies who
 are within 60 feet. are within 60 feet.
-D Inspiring Boost (Ex) + 
-As a standard action, you can signal an ally within 30 feet +=== Healing Touch (Ex) === 
-who has taken damage from any attack made by a significant +As the Mystic power. This is cumulative with that power allowing one more daily use
-enemy (see page 242) at any point after your last turn ended+ 
-That ally regains a number of Stamina Points (up to his +You can take this Exploit multiple times, each time gaining daily use
-maximum) equal to twice your envoy level + your Charisma + 
-modifier; at 15th level, this increases to three times your envoy + 
-level + your Charisma modifier. Once an ally has benefited +=== Look Alive (Ex) === 
-from your inspiring boostthat ally can’t gain the benefits of +Mind affecting 
-your inspiring boost again until he takes 10-minute rest to + 
-recover Stamina Points+When you spend a Resolve Point, all allies within 60 feet of you 
-At 6th level, you can spend 1 Resolve Point to add your +gain a +2 morale bonus to Perception and 
-envoy level to the number of Stamina Points regained. +initiative checks for the next hour. 
-Look Alive (Ex) + 
-When you spend a Resolve Point to regain Stamina Points +=== Not in the Face (Ex) === 
-after a 10-minute rest, all allies who stay within 60 feet of you +Sense based 
-throughout the rest gain a +2 morale bonus to Perception and +
-initiative checks for the next hour or until the next 10-minute +
-rest to recover Stamina Points, whichever comes first. +
-Not in the Face (Ex)+
 As a move action, you can choose one enemy within 60 feet. 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 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. all attacks it makes against you until the end of your next turn.
-At 6th level, you can spend 1 Resolve Point to make the+ 
 +You can spend 1 Exploit Point to make the
 enemy take the penalty with no saving throw allowed. enemy take the penalty with no saving throw allowed.
-Universal Expression (Ex) + 
-When using a language-dependent improvisation that+=== Universal Expression (Ex) === 
 + 
 +When using a language-dependent power that
 affects an enemy, you can use the improvisation against affects an enemy, you can use the improvisation against
 that enemy even if the two of you do not share a language. that enemy even if the two of you do not share a language.
  
-Watch Your Step (Ex)+=== Watch Your Step (Ex) === 
 When an ally within 60 feet must succeed at a Reflex When an ally within 60 feet must succeed at a Reflex
 save to avoid a harmful effect, as a reaction before your save to avoid a harmful effect, as a reaction before your
 ally attempts the saving throw, you can grant the ally a +2 ally attempts the saving throw, you can grant the ally a +2
 bonus to that saving throw. bonus to that saving throw.
-At 6th level, you can spend 1 Resolve Point to have the+ 
 +You can spend 1 Exploit Point to have the
 ally roll twice on the saving throw and take the better result. ally roll twice on the saving throw and take the better result.
 Both of those rolls benefit from the +2 bonus provided by Both of those rolls benefit from the +2 bonus provided by
 this ability. this ability.
  
-===== Type 2 =====+==== Type 2 ==== 
 + 
 +=== Alien Archive (Ex) ===
  
-Alien Archive (Ex) 
-D 
 Your vast experience makes identifying new creatures Your vast experience makes identifying new creatures
-easier for you. Double your operative’s edge bonus to your+easier for you. Double your expertise bonus to your
 skill checks when identifying a creature and its abilities. skill checks when identifying a creature and its abilities.
 If you successfully identify a creature, you gain a +2 If you successfully identify a creature, you gain a +2
 enhancement bonus to your skill check when you make a enhancement bonus to your skill check when you make a
 trick attack against that creature. trick attack against that creature.
-D Combat Trick (Ex) + 
-You gain a bonus combat feat. You must meet all of that +=== Holographic Clone (Ex) === 
-feat’s prerequisites. +Sense based 
-D Field Treatment (Ex) +
-You can take 1 minute to tend your wounds and spend 1 +
-Resolve Point to recover a number of Hit Points equal to three +
-times your operative level. +
-D Holographic Clone (Ex)+
 You can create holographic duplicates or psychic projections You can create holographic duplicates or psychic projections
 of yourself that conceal your true location. Once per day as of yourself that conceal your true location. Once per day as
 a standard action, you can create 1d4 images of yourself that a standard action, you can create 1d4 images of yourself that
-last for 1 minute per operative level. This ability otherwise +last for 1 minute per social class level.  
-functions as mirror image. You can use this exploit an additional + 
-time per day at 6th level, and again at 10th level+This can be taken multiple times, each extra time adds 2 uses/day. 
-Inoculation (Ex)+ 
 +=== Inoculation (Ex) === 
 You’ve trained to resist various chemical and biological You’ve trained to resist various chemical and biological
 weapons, toxins, and pathogens you come across in the course weapons, toxins, and pathogens you come across in the course
-of your missions. You add your operative’s edge bonus to+of your missions. You add your expertise bonus to
 Fortitude saves against poison and disease. Fortitude saves against poison and disease.
-Jack of All Trades (Ex) + 
-You’ve learned how to handle any situation. You can use all +=== Jack of All Trades (Ex) === 
-skills untrainedand you double your operative’s edge bonus +You’ve learned how to handle any situation.  
-when using a skill in which you have no ranks+ 
-Nightvision (Ex)+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 pointfor 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 You can see in the dark as if you had low-light vision and
 darkvision with a range of 60 feet. darkvision with a range of 60 feet.
-Quick Disguise (Ex)+ 
 +=== Quick Disguise (Ex) ===
 Once per day as a standard action, you can quickly change Once per day as a standard action, you can quickly change
 your appearance. This functions as disguise self and lasts your appearance. This functions as disguise self and lasts
-for 1 minute per operative level. You can use this exploit an +for 1 minute per operative level.  
-additional time per day at 6th level, and again at 10th level+ 
-Uncanny Mobility (Ex)+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 When you make a trick attack, if you choose the target of
 your attack before you move, your movement doesn’t provoke your attack before you move, your movement doesn’t provoke
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 don’t provoke attacks of opportunity from that creature for don’t provoke attacks of opportunity from that creature for
 this movement. this movement.
-Uncanny Pilot (Ex)+ 
 +=== Uncanny Pilot (Ex) === 
 When you attack while you’re driving a vehicle, you halve When you attack while you’re driving a vehicle, you halve
 the vehicle’s penalty to your attack roll (to a minimum of no the vehicle’s penalty to your attack roll (to a minimum of no
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 attempt when taking the evade or trick pilot actions. attempt when taking the evade or trick pilot actions.
  
-===== Type 3 =====+==== Type 3 ====
  
-Bleeding Shot (Ex)+ 
 +=== Bleeding Shot (Ex) ===
 For your debilitating trick, you can afflict your target with an For your debilitating trick, you can afflict your target with an
 amount of bleed damage equal to your operative level. amount of bleed damage equal to your operative level.
-Certainty (Ex) + 
-You can spend 1 Resolve Point as a reaction to reroll one of +=== Certainty (Ex) === 
-your specialization’s associated skill checks (see page 243)+You can spend 1 exploit Point as a reaction to reroll one of 
-Debilitating Sniper (Ex)+your specialization’s associated skill checks. 
 + 
 +=== Debilitating Sniper (Ex) ===
 You can use trick attack with sniper weapons. You do not add You can use trick attack with sniper weapons. You do not add
 trick attack damage to your attack, but the target is still flat- trick attack damage to your attack, but the target is still flat-
 footed, and you can use debilitating tricks. footed, and you can use debilitating tricks.
-Enhanced Senses (Ex)+ 
 +=== Enhanced Senses (Ex) ===
 You can sense your surroundings without needing to see them. You can sense your surroundings without needing to see them.
 You gain blindsense with a range of 60 feet. You must have You gain blindsense with a range of 60 feet. You must have
 darkvision and low-light vision, or the nightvision exploit, to darkvision and low-light vision, or the nightvision exploit, to
 learn this exploit. learn this exploit.
-Hampering Shot (Ex)+ 
 +=== Hampering Shot (Ex) ===
 For your debilitating trick, you can reduce your target’s speeds For your debilitating trick, you can reduce your target’s speeds
 by half and prevent it from using the guarded step action until by half and prevent it from using the guarded step action until
 the beginning of your next turn. the beginning of your next turn.
-Improved Quick Movement (Ex)+ 
 +=== Improved Quick Movement (Ex) ===
 You can move even faster than other operatives. You gain You can move even faster than other operatives. You gain
 double the benefits of your quick movement ability, up to double the benefits of your quick movement ability, up to
 a maximum additional increase of +20 feet. You must have a maximum additional increase of +20 feet. You must have
 quick movement to learn this exploit. quick movement to learn this exploit.
-Interfering Shot (Ex)+ 
 +=== Interfering Shot (Ex) ===
 For your debilitating trick, you can prevent your target from For your debilitating trick, you can prevent your target from
-using reactions (see page 244) until the end of your next turn. +using reactions until the end of your next turn. 
-Mentalist’s Bane (Ex)+ 
 +=== Mentalist’s Bane (Ex) ===
 If you fail your Will saving throw against a mind-affecting If you fail your Will saving throw against a mind-affecting
 effect with a duration of 1 round or more, you can attempt effect with a duration of 1 round or more, you can attempt
 another saving throw against the effect 1 round later at the another saving throw against the effect 1 round later at the
 same DC. You get only one extra chance to save per effect. same DC. You get only one extra chance to save per effect.
 +
 If you succeed at a saving throw against a charm or If you succeed at a saving throw against a charm or
 compulsion effect, you can prevent the effect’s originator compulsion effect, you can prevent the effect’s originator
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 and the originator (like the dominate person spell), you can and the originator (like the dominate person spell), you can
 choose to allow the link without the control. choose to allow the link without the control.
-Speed Hacker (Ex)+ 
 +=== Speed Hacker (Ex) ===
 You can disable mechanical devices with Engineering and You can disable mechanical devices with Engineering and
 computer systems with Computers in half the usual time. computer systems with Computers in half the usual time.
 +
 In the rare cases when disabling a system or device would In the rare cases when disabling a system or device would
 normally be a full action, you can do it as a standard action, 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 and if it would normally be a standard action, you can do it as
 a move action. a move action.
-Staggering Shot (Ex)+ 
 +=== Staggering Shot (Ex) === 
 For your debilitating trick, you can attempt to stagger your For your debilitating trick, you can attempt to stagger your
 target. The target must succeed at a Fortitude save or be target. The target must succeed at a Fortitude save or be
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 used this ability to attempt to stagger a creature, that creature used this ability to attempt to stagger a creature, that creature
 is immune to your staggering shot for 24 hours. is immune to your staggering shot for 24 hours.
-Stalwart (Ex)+ 
 +=== Stalwart (Ex) === 
 If you succeed at a Fortitude save against an effect that If you succeed at a Fortitude save against an effect that
 normally requires multiples successful saves to cure (such as normally requires multiples successful saves to cure (such as
 a disease or poison), that effect immediately ends and is cured a disease or poison), that effect immediately ends and is cured
 with a single successful save. with a single successful save.
-Sure-Footed (Ex)+ 
 +=== Sure-Footed (Ex) === 
 You move at your full speed when moving over difficult terrain, You move at your full speed when moving over difficult terrain,
 and without penalty when using Acrobatics or Stealth at your and without penalty when using Acrobatics or Stealth at your
 full speed. full speed.
-Uncanny Shooter (Ex)+ 
 +=== Uncanny Shooter (Ex) ===
 Your ranged attacks with small arms do not provoke attacks Your ranged attacks with small arms do not provoke attacks
 of opportunity. of opportunity.
  
-===== Type 4 ===== +==== Type 4 ==== 
-Clever Attack (Ex) + 
-You can make an attack that throws your enemy off-balance. +=== Duck Under (Ex) === 
-As a standard action, you can make a single attack against +
-a target within 60 feet and gain the benefits of clever feint +
-(attempting a Bluff check against the target as normal). +
-Apply the effects of clever feint before resolving your attack. +
-You must have the clever feint envoy improvisation to choose +
-this improvisation. +
-Duck Under (Ex)+
 You can duck under a foe’s melee attack, causing it to You can duck under a foe’s melee attack, causing it to
 overextend and move into a position more favorable to you. overextend and move into a position more favorable to you.
-You must take the total defense action (see page 247) to use+You must take the total defense action to use
 this ability. If, before the start of your next turn, a foe misses 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 you with a melee attack, as a reaction you can attempt a
 reposition combat maneuver with a +8 bonus to your attack reposition combat maneuver with a +8 bonus to your attack
 roll against that foe. roll against that foe.
-Focus (Ex) + 
-As a standard action, you can encourage a single ally within 60 +=== Focus (Ex) === 
-feet to focus on the danger at hand. If that ally is flat-footed+ 
 +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 or off-target, you end that condition. If circumstances would
 cause the ally to immediately become flat-footed or off-target cause the ally to immediately become flat-footed or off-target
 again, you instead suppress that condition for 1 round. again, you instead suppress that condition for 1 round.
-Hurry (Ex)+ 
 +=== Hurry (Ex) === 
 As a standard action, you can grant a single move action As a standard action, you can grant a single move action
-to an ally within 60 feet. The ally can use that 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 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 speed, or draw or sheathe a weapon. The ally can use her
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 even use it before or after a full action. A character can use 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. no more than one extra action from hurry in a single round.
-Quick Dispiriting Taunt (Ex)+ 
 +=== Quick Dispiriting Taunt (Ex) === 
 You can use dispiriting taunt as a move action instead of a You can use dispiriting taunt as a move action instead of a
-standard action. You must have the dispiriting taunt envoy +standard action. You must have the dispiriting taunt exploit to choose this exploit
-improvisation to choose this improvisation+ 
-Quick Inspiring Boost (Ex)+=== Quick Inspiring Boost (Ex) === 
 You can use inspiring boost as a move action instead of a You can use inspiring boost as a move action instead of a
 standard action, though when you do so, the number of standard action, though when you do so, the number of
 Stamina Points your ally recovers is reduced by your envoy Stamina Points your ally recovers is reduced by your envoy
-level. You must have the inspiring boost envoy improvisation +level. You must have the inspiring boost exploit 
-to choose this improvisation+to choose this exploit
-Long-Range Improvisation (Ex) + 
-Double the range of your improvisations with ranges of at +=== Long-Range Exploits (Ex) === 
-least 30 feet+Double the range of your improvisations with ranges of at least 6 squares
-Watch Out (Ex)+ 
 +=== Watch Out (Ex) === 
 As a reaction, when an enemy makes a ranged attack against As a reaction, when an enemy makes a ranged attack against
-an ally within 60 feet of you, you can warn that ally of the+an ally within 12 squares of you, you can warn that ally of the
 danger. You must spend your reaction when the enemy danger. You must spend your reaction when the enemy
 declares the attack but before it makes the attack roll. Your declares the attack but before it makes the attack roll. Your
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 triggering attack. Once the triggering attack is resolved, the triggering attack. Once the triggering attack is resolved, the
 ally falls prone. ally falls prone.
-At 8th level, you can spend 1 Resolve Point to prevent your+ 
 +You can spend 1 exploit Point to prevent your
 ally from falling prone after the attack. ally from falling prone after the attack.
  
-Clever Improvisations (Ex) + 
-The first time you would spend Resolve Points on one of your +=== Clever Exploits (Ex) === 
-envoy improvisations, reduce the cost by 1 Resolve Point+ 
 +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 (minimum 0). This ability refreshes whenever you take a
-10-minute rest to recover Stamina Points and after an 8-hour +10-minute rest  and after an 8-hour 
-rest to recover Resolve Points, reducing the Resolve Point cost +rest , reducing the Resolve Point cost 
-of your next envoy improvisation after the rest. +of your next exploit after the rest. 
-Draw Fire (Ex) + 
-As a standard action, you can spend 1 Resolve Point to make all +=== Draw Fire (Ex) === 
-enemies within 100 feet take a –4 penalty to all ranged attacks+ 
 +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. 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 This penalty remains even if you and an enemy move more
-than 100 feet away from each other, and enemies that weren’t +than 20 squares away from each other, and enemies that weren’t 
-within 100 feet when you used draw fire don’t take the penalty+within 20 squares when you used draw fire don’t take the penalty
 if they later come within range. if they later come within range.
-Heads Up (Ex)+ 
 +=== Heads Up (Ex) === 
 When you succeed at a Perception check, as a reaction, you When you succeed at a Perception check, as a reaction, you
-can signal a single ally within 60 feet. That ally can act as+can signal a single ally within 12 squares. That ally can act as
 if he had also succeeded at the Perception check with the if he had also succeeded at the Perception check with the
 same result. same result.
-Improved Get ’Em (Ex)+ 
 +=== Improved Get ’Em (Ex) === 
 Your morale bonus from get ’em increases to +2. As a Your morale bonus from get ’em increases to +2. As a
 standard action, you can make a single attack against a standard action, you can make a single attack against a
-target within 60 feet. You and your allies within 60 feet gain+target within 12 squares. You and your allies within 12 squares gain
 the benefits of get ’em against that target (applying these the benefits of get ’em against that target (applying these
 effects before making the attack roll). As with get ’em, you effects before making the attack roll). As with get ’em, you
-can spend 1 Resolve Point to grant the benefits against all +can spend 1 exploit Point to grant the benefits against all 
-enemies within 60 feet. You must have the get ’em envoy +enemies within 12 squares. You must have the get ’em exploit to choose this exploit. 
-improvisation to choose this improvisation.+ 
 +==== Type 5 ====
  
-===== Type 5 =====+=== Cloaking Field (Ex) ===
  
-D Cloaking Field (Ex) 
 You can bend light around yourself and muffle any minor You can bend light around yourself and muffle any minor
 sounds you make, allowing you to nearly vanish when sounds you make, allowing you to nearly vanish when
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 the cloaking field is active, you can use Stealth to hide, even the cloaking field is active, you can use Stealth to hide, even
 while being directly observed and with no place to hide. while being directly observed and with no place to hide.
 +
 Attacking doesn’t end the cloaking field, but it does end Attacking doesn’t end the cloaking field, but it does end
 that particular attempt to hide. If you remain perfectly still that particular attempt to hide. If you remain perfectly still
 for at least 1 round, you gain a +10 bonus to Stealth checks for at least 1 round, you gain a +10 bonus to Stealth checks
 (which doesn’t stack with invisibility) until you move. (which doesn’t stack with invisibility) until you move.
 +
 Your cloaking field lasts for up to 10 rounds before it Your cloaking field lasts for up to 10 rounds before it
 becomes inactive. While inactive, the cloaking field recharges becomes inactive. While inactive, the cloaking field recharges
 automatically at the rate of 1 round of cloaking per minute. automatically at the rate of 1 round of cloaking per minute.
-Deactivating Shot (Su)+ 
 +=== Deactivating Shot (Su) === 
 For your debilitating trick, you can attempt to temporarily For your debilitating trick, you can attempt to temporarily
-suppress one magic item or deactivate one weapon, piece of+deactivate one weapon, piece of
 equipment, or armor upgrade worn or carried by the target. equipment, or armor upgrade worn or carried by the target.
-Roll 1d20 + your operative level; the DC is equal to 10 + the +Roll 1d20 + your social class level; the DC is equal to 10 + the 
-item level. If you succeed, you deactivate the device (or +item level. If you succeed, you deactivate the device until the beginning of
-suppress the item’s magical properties) until the beginning of+
 your next turn. The device’s owner can spend a move action your next turn. The device’s owner can spend a move action
-and attempt an Engineering check (for technological devices) +and attempt an Engineering check against your operative
-or a Mysticism check (for magic items) against your operative+
 exploit DC to try to reactivate the device. exploit DC to try to reactivate the device.
  
 You can instead use this debilitating trick to temporarily You can instead use this debilitating trick to temporarily
-deactivate a construct that has either the magical subtype +deactivate a construct that has  the technological subtype (such as a
-(such as a golem) or the technological subtype (such as a+
 robot). You don’t need to attempt a check, but the creature can robot). You don’t need to attempt a check, but the creature can
 attempt a Fortitude save to negate the debilitating effect. If it attempt a Fortitude save to negate the debilitating effect. If it
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 you’ve used this ability to attempt to deactivate a construct, you’ve used this ability to attempt to deactivate a construct,
 that creature is immune to your deactivating shot for 24 hours. that creature is immune to your deactivating shot for 24 hours.
-Elusive Hacker (Ex)+ 
 +=== Elusive Hacker (Ex) === 
 Your hacking skills make your code incredibly difficult for Your hacking skills make your code incredibly difficult for
 countermeasures to pin down. Whenever you would trigger countermeasures to pin down. Whenever you would trigger
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 and it doesn’t trigger. You still haven’t disarmed the and it doesn’t trigger. You still haven’t disarmed the
 countermeasure, and it might trigger in the future. countermeasure, and it might trigger in the future.
-Ever Vigilant (Ex)+ 
 +===  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 You’ve been on enough solo missions to know that you can’t let
 your guard down, even while sleeping. You take no penalties your guard down, even while sleeping. You take no penalties
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 initiative result or the initiative result of the first creature that initiative result or the initiative result of the first creature that
 would have surprised you – 1, whichever is lower. would have surprised you – 1, whichever is lower.
-Glimpse the Truth (Ex)+ 
 +=== Glimpse the Truth (Ex) === 
 By picking up on subtle clues and hidden traces in your By picking up on subtle clues and hidden traces in your
 immediate surroundings, you can see things as they really immediate surroundings, you can see things as they really
-are. As a full action, you can spend 1 Resolve Point to gain the +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 60 feet+effects of true seeing for 1 round with a range of 12 squares
-Holographic Distraction (Ex) + 
-As a standard action, you can spend 1 Resolve Point to create+=== Holographic Distraction (Ex) === 
 + 
 +As a standard action, you can spend 1 exploit Point to create
 a single holographic duplicate or psychic projection of yourself a single holographic duplicate or psychic projection of yourself
-that moves away from you for 1 round per operative level.+that moves away from you for 1 round per social class level. 
 The double climbs walls, jumps across pits, or simply passes The double climbs walls, jumps across pits, or simply passes
 through obstacles, moving at twice your speed in one direction through obstacles, moving at twice your speed in one direction
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 attempt a Will save to recognize that it is not real. You must attempt a Will save to recognize that it is not real. You must
 have the holographic clone exploit to learn this exploit. have the holographic clone exploit to learn this exploit.
-Improved Evasion (Ex) + 
-D+=== Improved Evasion (Ex) === 
 When you fail a Reflex save against an effect that has a partial When you fail a Reflex save against an effect that has a partial
 effect on a successful save, you take the partial effect instead effect on a successful save, you take the partial effect instead
 of the full effect. You must have evasion to learn this exploit. of the full effect. You must have evasion to learn this exploit.
 +
 Improved Uncanny Mobility (Ex) Improved Uncanny Mobility (Ex)
-D+
 When you use the trick attack action or take a standard When you use the trick attack action or take a standard
 action to move up to your speed, your movement doesn’t action to move up to your speed, your movement doesn’t
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 spells. You must have the uncanny mobility exploit to learn spells. You must have the uncanny mobility exploit to learn
 this exploit. this exploit.
-Master of Disguise (Ex) + 
-D+=== Master of Disguise (Ex) === 
 + 
 You can take on the appearances of other creatures and even You can take on the appearances of other creatures and even
 specific individuals. This functions as the quick disguise exploit, specific individuals. This functions as the quick disguise exploit,
-but the duration increases to 10 minutes per operative level. +but the duration increases to 10 minutes per social class level. 
-Alternatively, for 1 minute per operative level, you can take+ 
 +Alternatively, for 1 minute per social class level, you can take
 on the appearance of a specific individual that you have seen on the appearance of a specific individual that you have seen
 before. If you have heard the individual talk and can speak her before. If you have heard the individual talk and can speak her
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 attempt a Perception check to pierce the disguise. You must attempt a Perception check to pierce the disguise. You must
 have the quick disguise exploit to learn this exploit. have the quick disguise exploit to learn this exploit.
-Stunning Shot (Ex) + 
-D+=== Stunning Shot (Ex) === 
 + 
 For your debilitating trick, you can try to stun your target. The For your debilitating trick, you can try to stun your target. The
 target must succeed at a Fortitude save or be stunned until the target must succeed at a Fortitude save or be stunned until the
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 stun a creature, it’s immune to your stunning shot for 24 hours. stun a creature, it’s immune to your stunning shot for 24 hours.
 You must have the staggering shot exploit to learn this exploit. You must have the staggering shot exploit to learn this exploit.
-Versatile Movement (Ex) + 
-D+=== Versatile Movement (Ex) ===
 You gain a climb speed and a swim speed equal to your land You gain a climb speed and a swim speed equal to your land
 speed. This speed is not increased by the quick movement speed. This speed is not increased by the quick movement
 class feature or improved quick movement exploit. class feature or improved quick movement exploit.
  
-===== Type 6 ===== +==== Type 6 ==== 
-Desperate Defense (Ex)+=== Desperate Defense (Ex) === 
 As a move action, you can cause one ally adjacent to you to As a move action, you can cause one ally adjacent to you to
-not be considered helpless (see page 276) for the purpose+not be considered helpless for the purpose
 of actions that can be used only against helpless creatures of actions that can be used only against helpless creatures
 (such as a coup de grace). This effect ends if the creature (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 ceases to be adjacent to you or at the beginning of your next
 turn, whichever comes first. turn, whichever comes first.
-Expert Attack (Ex) + 
-As a move action, you can spend 2 Resolve Points to add your+=== 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 bonus from expertise to your next attack roll before the end of
 your turn. your turn.
-Hidden Agenda (Ex)+ 
 +=== Hidden Agenda (Ex) === 
 You’re an expert at veiling your true thoughts and goals. You’re an expert at veiling your true thoughts and goals.
 Whenever a creature attempts a Sense Motive check to Whenever a creature attempts a Sense Motive check to
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 thoughts or reveal your motives, you can roll twice and take thoughts or reveal your motives, you can roll twice and take
 the better of the two results. the better of the two results.
-Improved Hurry (Ex) + 
-You can use the hurry envoy improvisation as a move action +=== Improved Hurry (Ex) === 
-instead of a standard action. You must have the hurry envoy + 
-improvisation to choose this improvisation. +You can use the hurry exploit as a move action 
-At 12th level, you can use hurry as a standard action and +instead of a standard action. You must have the exploit to choose this improvisation. 
-spend 1 Resolve Point to grant a standard action instead of a+ 
 +You can use hurry as a standard action and 
 +spend 1 exploit Point to grant a standard action instead of a
 move action. move action.
-Situational Awareness (Ex)+ 
 +=== Situational Awareness (Ex) === 
 If you ready an action, once before the trigger you If you ready an action, once before the trigger you
-selected occurs, you can spend 1 Resolve Point to change+selected occurs, you can spend 1 exploit Point to change
 both the trigger and the action you have ready. You must both the trigger and the action you have ready. You must
 ready an action that takes the same kind of action as your ready an action that takes the same kind of action as your
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 action, and if you readied a move action, you could switch action, and if you readied a move action, you could switch
 to another move action or a swift action.) to another move action or a swift action.)
-Sustained Determination (Ex) + 
-As a move action, you can spend 2 Resolve Points to grant +=== Sustained Determination (Ex) === 
-an ally within 60 feet Resolve Point that he can spend+ 
 +As a move action, you can spend 2 exploit Points to grant 
 +an ally within 12 squares exploit Point that he can spend
 to empower one of his abilities, even if he has spent all of to empower one of his abilities, even if he has spent all of
-his own Resolve Points. The ally must spend the Resolve+his own exploit Points. The ally must spend the exploit
 Point before the start of your next turn; if he does not Point before the start of your next turn; if he does not
-do so, he loses the Resolve Point and you still lose the +do so, he loses the exploit Point and you still lose the 
-Resolve Points you spent. You can’t grant the same ally+exploit Points you spent. You can’t grant the same ally
 the benefits of this ability again until both you and your the benefits of this ability again until both you and your
-ally have recovered your Resolve Points after an 8-hour+ally have recovered your exploit Points after an 8-hour
 rest or its equivalent. rest or its equivalent.
  
-===== Type 7 ===== +==== Type 7 ==== 
-Efficient Cloaking Field (Ex) +=== Efficient Cloaking Field (Ex) ==== 
-D+ 
 Your cloaking field lasts for up to 100 rounds (10 minutes), Your cloaking field lasts for up to 100 rounds (10 minutes),
 and it recharges at the rate of 2 rounds of cloaking per minute and it recharges at the rate of 2 rounds of cloaking per minute
-while inactive. You can spend 1 Resolve Point as a move action+while inactive. You can spend 1 exploit Point as a move action
 to recharge 20 rounds immediately, and you can do this even to recharge 20 rounds immediately, and you can do this even
 while the cloaking field is active. You must have the cloaking while the cloaking field is active. You must have the cloaking
 field exploit to learn this exploit. field exploit to learn this exploit.
-Knockout Shot (Ex) + 
-D+=== Knockout Shot (Ex) === 
 For your debilitating trick, you can attempt to knock the target For your debilitating trick, you can attempt to knock the target
 out in one blow. The target must succeed at a Fortitude save out in one blow. The target must succeed at a Fortitude save
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 your knockout shot for 24 hours. You must have the staggering your knockout shot for 24 hours. You must have the staggering
 shot and stunning shot exploits to learn this exploit. shot and stunning shot exploits to learn this exploit.
-Multiattack Mastery (Ex) + 
-+ 
-When you use triple attack or quad attack to attack the +=== Uncanny Senses (Ex) === 
-same target with all of your attacks, after your full attack is + 
-complete, if at least two of your attacks hit, you can apply a +
-debilitating trick to the target. +
-Uncanny Senses (Ex) +
-D+
 Your enhanced senses grow even more discerning. Your Your enhanced senses grow even more discerning. Your
-blindsense becomes blindsight with a range of 60 feet. If you +blindsense becomes blindsight with a range of 12 squares. If you 
-have darkvision, its range increases by 30 feet. You must have+have darkvision, its range increases by 6 squares. You must have
 the enhanced senses exploit to learn this exploit. the enhanced senses exploit to learn this exploit.
  
srb/exploit.1589710073.txt.gz · Last modified: 2020/05/17 03:07 by weby